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     I finally converted the net book into a chapter (like in the

players handbook), with much stuff ripped off from that book. Almost

everything except for the NWP and Proficiency Introduction stuff was

gained from the net. (Mainly iastate.edu when it was still alive, just

like the spells I posted). Do not send me mail asking to split the file

up into 32000 bits each of 720 bites per file and send you piece by piece,

cause you will get no responce. I will accept any new proficiencies and put

them in the book however, so please send them to me.

     To anyone telling me I am infringing copyright, stick it up your

arse. The country I'm in at the moment has no (or none existant) copyright

laws so shutup. (thats better aaaaahhhhhhhhhhhh :) )

     Anyway, without further ado, here is the net (and what should be

TSR's 3rd edition) book of Proficiencies.



               The Black One.



=====================================================================
======

     PROFICIENCIES



     Most of what a player character can do is defined by his race,

class, and ability scores. These three characteristics don't cover

everything, however. Characters can have a wide range of talents, from

the potent (and intricate) arts of magic to the simple and mundane

knowledge of how to build a good fire. The character's magical ability

(or lack thereof is defined by his class. Lesser abilities, such as fire

building, are defined by proficiencies.

     A proficiency is a learned skill that isn't essential to the

character's class. A ranger, for example, may find it useful to know

something about navigation, especially if he lives near an ocean or sea

coast. On the other hand, he isn't likely to suffer if he doesn't know

how to navigate; he is a ranger, not a sailor.

     Proficiencies are divided into two groups: weapon proficiencies

(those related to weapons and combat) and nonweapon proficiencies

(those related to everything else).

     All proficiency rules are additions to the game. Weapon

proficiencies are tournament level rules, optional in regular play, and

nonweapon proficiencies are completely optional. Proficiencies are not

necessary for a balanced game. They add an additional dimension to the

characters, however, and anything that enriches characterisation is a

bonus. If weapon proficiencies are used in your game, expect them to

apply to all characters, including NPCs.  Nonweapon proficiencies may be

used by players who enjoy them and ignored by those who don't without

giving unfair advantages to anyone (provided your DM allows this; he's

the one who must deal with any problems).

     Once a proficiency slot is filled, it can never be changed or

reassigned. 



Acquiring Proficiencies

     Even newly created, 1st-level characters have proficiencies.

The number of proficiency slots that a character starts with is

determined by his group, as shown in Table 5-1. Each proficiency slot is

empty until the player "fills" it by selecting a proficiency. If your

DM allows nonweapon proficiencies, the character's Intelligence score

can modify the number of slots he has, granting him more proficiencies

(see Intelligence). In both cases, new proficiencies are learned the

same way.

     Consider the case of Rath, a dwarf fighter. Table 5-1 gives him

four weapon proficiency slots (he is a warrior). If nonweapon

proficiencies are used, he has three slots and his Intelligence of 11

gives him two additional proficiency slots (see intelligence) for a

total of  five nonweapon proficiency slots. The player must assign

weapon or nonweapon proficiencies to all of these slots before the

character goes on his first adventure. These represent what the

character has learned before beginning his adventuring career. 

     Thereafter, as the character advances in experience levels, he

gains additional proficiency slots. The rate at which he gains them

depends on the group he belongs to. Table 5-1 lists how many weapon and

nonweapon proficiency slots the character starts with, and how many

levels the character must gain before he earns another slot.

     Initial Weapon Proficiencies is the number of weapon

proficiency slots received by characters of that group at 1st level.

     # Levels (for both weapon and nonweapon proficiencies) tells

how quickly a character gains additional proficiency slots. A new

proficiency slot is gained at every experience level that is evenly

divisible by the number listed. Rath (a warrior), for example, gains one

weapon proficiency slot at every level evenly divisible by 3. He gets

one new slot at 3rd level, another at 6th, another at 9th, and so on.

(Note that Rath also gains one nonweapon proficiency at 3rd, 6th, 9th,

etc.)

     Penalty is the modifier to the character's attack rolls when he

fights using a weapon he is not proficient with. Rath, a dwarf, chose

to be proficient with the warhammer. Finding himself in a desperate

situation, he snatches up a flail, even though he knows little about it

(he is not proficient with it). Using the weapon awkwardly, he has a -2

penalty to his chance to hit.

     Initial Nonweapon Proficiencies is the number of nonweapon

proficiency slots that character has at 1st level. Even if you are

playing with weapon proficiencies, nonweapon proficiencies are optional.





Table 5-1: Proficiency Slots

     Weapon              Non-Weapon

Group     Initial   # Levels       Initial   # Levels  

Penalty warrior     4    3         3    3    

-2 wizard 1    6         4    3         -5

priest    2    4         4    3         -3

rogue     2    4         3    4         -3



Training

     Like all skills and abilities, proficiencies do not leap

unbidden and fully realised into a character's mind. Instead, a

character must train, study, and practice to learn a new proficiency.

However, role-playing the training time needed to learn a new skill is

not much fun. Thus there are no training times or study periods

associated with any proficiency. When a character chooses a proficiency,

it is assumed that he had been studying it in his spare time.

     Consider just how much spare time the character has. The player

is not role-playing every second of his character's life. The player

may decide to have his character spend a night in town before setting

out on the long journey the next day. Perhaps the character must wait

around for several days while his companions heal from the last

adventure. Or he might spend weeks on an uneventful ocean voyage. What

is he doing during that time?

     Among other things, he is studying whatever new proficiencies

he will eventually learn. Using this "down time" to handle the

unexciting aspects of a role-playing campaign lets players concentrate

on more important (or more interesting) matters.

     Another part of training is finding a teacher. Most skills are

easier to learn if someone teaches the character. The DM can handle this

in several ways. For those who like simplicity, ignore the need for

teachers-there are self-taught people everywhere in the world. For those

who want more complexity, make the player characters find someone to

teach them any new proficiency they want to learn. This can be another

player character or an NPC. Although this adds realism, it tends to

limit the PC's adventuring options, especially if he is required to stay

in regular contact with his instructor. Furthermore, most teachers want

payment. While a barter arrangement might be reached, the normal

payment is cash. The actual cost of the service depends on the nature of

the skill, the amount of training desired, the availability of tutors,

the greed of the instructor, and the desire of the DM to remove excess

cash from his campaign.



Weapon Proficiencies

     A weapon proficiency measures a character's knowledge and

training with a specific weapon. When a character is created, the player

checks Table 5-1 to see how many weapon proficiency slots the character

has. These initial slots must be filled immediately, before the

character embarks on his first adventure. Any slots that aren't filled

by then are lost.

     Each weapon proficiency slot must be assigned to a particular

weapon, not just a class of weapons. Each weapon listed in the weapons

table (see equipment) requires its own proficiency- each has its own

special tricks and quirks that must be mastered before the weapon can be

handled properly and effectively. A fencer who is master of the epee,

for example, is not necessarily skilled with a sabre; the two weapons

look similar, but the fighting styles they are designed for are entirely

different. A player character could become proficient with a long bow

or a short bow, but not with all bows in general (unless he devotes a

proficiency slot to each individually). Furthermore, a character can

assign weapon proficiency slots only to those weapons allowed to his

character class.

     As a character reaches higher experience levels, he also earns

additional weapon proficiencies. The rate at which proficiencies are

gained depends on the character's class. Warriors, who concentrate on

their martial skills, learn to handle a great number of weapons. They

gain weapon proficiencies quickly. Wizards, who spend their time

studying forgotten magical arts, have little time to practice with

weapons. They gain additional weapon proficiencies very slowly.

Multi-class characters can use the most beneficial line on Table 5-1 to

determine their initial proficiencies and when they gain new

proficiencies.



Effects of Weapon Proficiencies

     A character who has a specific weapon proficiency is skilled

with that weapon and familiar with its use. A character does not gain

any bonuses for using a weapon he is proficient with; the combat rules

and attack chances assume that everyone uses a weapon he is proficient

with. This eliminates the need to add a modifier to every die roll

during battle.   When a character uses a weapon that he is not

proficient with, however, he suffers a penalty on his chance to hit. The

size of this penalty depends on the character's class Warriors have the

smallest penalty because they are assumed to have passing familiarity

with all weapons. Wizards, by comparison, are heavily penalised because

of their limited study of weapons. The modifiers for each class (which

are taken as penalties to the attack die roll) are listed on Table 5-1.



Related Weapons Bonus

     When a character gains a weapon proficiency, he is learning to

use a particular weapon effectively. However, many weapons have similar

characteristics. A long sword, bastard sword, and broad sword, while all

different, are all heavy, slashing swords. A character who is trained

with one can apply some of his skill to the others. He is not fully

proficient with the weapon, but he knows more about it than someone who

picks it up without any skill in similar weapons.

     When a character uses a weapon that is similar to a weapon he

is proficient with, his attack penalty is only one-half the normal

amount (rounded up). A warrior, for example, would have a -1 penalty

with a related weapon instead of -2. A wizard would have a - 3 penalty

instead of - 5.

     Specific decisions about which weapons are related are left to

the DM. Some likely categories are: 

     hand axe, battle axe;

     short bow, long bow, composite bow;

     heavy and light crossbows;

     dagger, knife;

     glaive, halberd, bardiche, poleaxe, voulge, lochabar axe,

guisarme, glaive-guisarme, voulge-guisarme;

     harpoon, spear, trident, javelin;

     footman's mace, horseman's mace, morning star, flail, hammer,

club;

     military fork, ranseur, spetum, partisan;

     scimitar, bastard sword, long sword, broad sword;

     sling, staff sling



Weapon-Group Proficiency

     However, let's look realistically at weapon proficiency.

Currently, if a character has Weapon Proficiency with Dagger/Dirk, he

doesn't have it with Knife. He certainly doesn't have it with Short

Sword. Of course, the DM can always decide that such weapons are related

to one another. If he does, then the warrior would suffer a -1 to hit

with the unknown weapon instead of the -2. (See above).

     Still, to be proficient in all sorts of blades,  you'd have to

spend around 14 weapon proficiency slots, and that's too many.

     So, we're making it possible to take weapon proficiencies with

whole weapon groups. For our purposes, there are two types of groups:

Tight Groups and Broad Groups.



Tight Groups

     A Tight Weapons Group consists of a set of weapons that are

very similar in the way they are wielded.   It costs two Weapon

Proficiency Slots to become proficient in an entire tight group. After

paying those two slots, the character will know how to use every weapon

in that group without the usual -2 penalty for unfamiliarity (that -2 is

for Warriors; with other classes, the penalty is more severe, as

described above).

     Following are several examples of Tight Groups. 

     Axes:

Battle axe, Hand/throwing axe.

     Bows:

Composite long bow, Composite short bow, Daikyu, Long bow, Short bow.

     Clubbing Weapons:

Belayingpin, Club, Footman's mace, Horseman's mace, Morning star,

Warhammer.

     Crossbows:

Hand crossbow, Heavy crossbow, Light crossbow.

     Fencing Blades:

Dagger/Dirk, Knife/Stiletto, Main-gauche, Rapier, Sabre

     Flails:

Footman's flail, Horseman's flail.

     Lances:

Heavy horse lance, Light horse lance, Jousting lance, Medium horse

lance.

     Long Blades:

Bastard sword, Katana, Long sword, Scimitar, Two-handed sword.

     Medium Blades:

Cutlass, Khopesh, Wakizashi

     Picks:

Footman's pick, Horseman's pick.

     Polearms:

Awl pike, Bardiche, Bec de corbin, Bill-guisarme, Fauchard,

Fauchard-fork, Glaive, Glaive-guisarme, Guisarme, Guisarme-voulge,

Halberd, Hook fauchard, Lucern hammer, Mancatcher, Military fork,

Naginata, Partisan, Ranseur, Spetum, Tetsubo, Voulge.

     Short Blades:

Dagger/Dirk, Knife/Stiletto, Main-gauche, Short sword/Drusus.

     Sickles:

Sickle, Scythe.

     Slings:

Sling, Staff Sling.

     Spears:

Harpoon, Javelin, Long Spear, Spear, Trident.

     Whips:

Scourge, Whip. 

     You'll notice there's a little overlap between the Fencing

Blades and Short Blades group; some weapons are common to both groups.

     You'll also notice that some groups don't look like they save

you any weapon proficiency slots. The Axes, Flails, Picks, Sickles,

Slings, and Whips group all have two weapons each in them. Since a tight

group costs two proficiency slots, it appears that there's no savings.

Which is true . . . unless, in your campaign, other weapons related to

those groups are developed or introduced. If they are-if, for instance,

amedium-sized war-axe appears in the campaign-then the character with

the group proficiency will be able to use it at no penalty, while the

character with proficiency in just the two existing axes will suffer the

attack penalty.

     These categories are very close to the related weapon groups

described above, and your DM can, if he wishes, use these categories as

related groups. This helps determine whether or not a warrior gets the

full attack penalty when he uses a weapon unfamiliar to him, or whether

he receives only half the penalty for using one similar to a weapon with

which he has proficiency.



Broad Groups

     A Broad Weapon Group consists of a set of weapons that are

somewhat similar in the way they are wielded.

     It costs three Weapon Proficiency Slots to become proficient in

an entire broad group. After paying those three slots, the character

will know how to use every weapon in that group without the usual

penalty for unfamiliarity.

     Following are several examples of Broad Groups. 

     Blades:

Bastard sword, Cutlass, Dagger/Dirk, Katana, Khopesh, Knife/Stiletto,

Long sword, Main-gauche, Rapier, Sabre, Scimitar, Short sword/Drusus,

Two-handed sword, Wakizashi

     Cleaving/Crushing Weapons:

Battle axe, Belaying Pin, Club, Footman's mace, Footman's pick,

Hand/throwing axe, Horseman's mace, Horseman's pick, Morning star,

Warhammer.

     Pole Weapons:

Awl pike, Bardiche, Bec de corbin, Bill-guisarme, Fauchard,

Fauchard-fork, Glaive, Glaive-guisarme, Guisarme, Guisarme-voulge,

Halberd, Harpoon, Hook fauchard, Javelin, Lucern hammer, Long Spear,

Mancatcher, Military fork, Naginata, Partisan, Ranseur, Sickle, Scythe,

Spear, Spetum, Tetsubo, Trident, Voulge.

     Small Throwing Weapons:

Dagger/Dirk, Dart, Hand/throwing axe, Knife/stiletto, Shuriken

     Again, you'll see some overlap between the Small Throwing

Weapons group and other groups.

     These groups may not be used to calculate weapon similarity for

determining whether a character receives the full or partial attack

penalty for using an unfamiliar weapon. 



Non-Groups

     Finally, the following weapons do not belong in any sort of

group whatsoever. To learn any of these weapons, the character must

spend a weapon proficiency slot on it, and none of these is similar in

use to any other weapon. When a character picks one up and uses it

without being proficient in it already, he suffers the full penalty.

     Weapons Not Belonging To Any 1 Group:

Arquebus, Blowgun, Bola, Chain, Gaff/hook, Lasso, Net, Quarterstaff/Bo

stick, Nunchaku, Sai .

     Special Note: The Cestus doesn't require any Proficiency. It

enhances punching damage, and everyone knows how to punch. 



Weapon Specialisation

     Knowing how to use a weapon without embarrassing yourself is

very different from being a master of that weapon. There are warriors,

and then there are martial artists. An Olympic fencer is more than just

an athlete; he can do things with his weapon that astound most fencers.

     In the AD&D game, part of your character's skill is reflected

in the bonuses he earns as he reaches higher levels. As your character

advances, he becomes a wiser, more dangerous fighter. Experience has

taught him to anticipate his opponents and to pounce on any advantage

that presents itself. But this is a general, overall improvement,

brought about by the warrior's sharpening senses and timing. It applies

equally to all types of fighting. 

     Weapon specialisation is an optional rule that enables a

fighter (only) to choose a single weapon and specialise in its use. Any

weapon may be chosen. Specialisation is normally announced (and paid for

with weapon proficiency slots) when the character is created. But even

after a player character earns experience, he can still choose to

specialise in other weapons, provided he has the weapon proficiency

slots available, or he may choose to increase his knowledge in his

chosen weapon and become double, triple, or even quadruple specialised.

     In one way, a weapon specialist is like a wizard specialist.

The specialisation   requires a single-minded dedication and training.

Thus multi-class characters cannot use weapon specialisation; it is

available only to single-class fighters.



Cost of Specialisation

     Weapon specialisation is obtained by devoting extra weapon

proficiency slots to the chosen weapon. To specialise in any sort of

melee weapon or crossbow, the character must devote two slots-one slot

to become proficient with it, and then a second slot to specialise in

it. Any bow (other than a crossbow) requires a total of three

proficiency slots: one for proficiency and two to specialise. Assume,

for the moment, that Rath the dwarf decided to specialise with the

warhammer. Two of his four proficiency slots are thus devoted to the

warhammer. With the two remaining he can become proficient with the

short sword and short bow (for example).



Effects of Specialisation

     When a character specialises with a melee weapon, he gains

bonuses with all attack and damage rolls with that weapon (in addition

to bonuses for Strength and magic), based on how much specialisation

that character has with a particular weapon. The attack bonuses are not

magical and do not enable the character to affect a creature that can be

injured only by magical weapons.

     Bow and crossbow specialists gain an additional range category:

point blank. Point-blank range for bows is from six feet to 30 feet.

Point-blank rang for crossbows is from six feet to 60 feet. At

point-blank range, the character gains a plus '+' modifier on attack

rolls based  on the characters level and the level of specialisation

attained. As well as additional damage caused, Strength and magical

bonuses also apply. Furthermore, if the character has an arrow knocked

and drawn, or a bolt loaded and cocked, and has his target in sight, he

can fire at the beginning of the round before any initiative rolls are

made.

     Fighters who specialise also gain extra attacks earlier than

those who don't specialise. Bonus attacks for specialists are listed on

Table 5-2. The use of this table is explained in Chapter 9: Combat.



     Table 5-2: Specialist Attacks Per Round

     Melee Weapon Specialisation

Melee          Prof # Attacks/Rnd at Level   Attack    Damage

Specialisation Slots     1-6  7-12 13+  Bonus     Bonus

none (proficient)   1    1/1  3/2  2/1  0    0

single         2    4/3  5/3  7/3  0    0

double         4    3/2  2/1  5/2  +1   +1

triple         6    5/3  7/3  8/3  +2   +2

quadruple 9    2/1  5/2  3/1  +3   +3



     Bow Weapon Specialisation

Bow       Prof # Attacks/Rnd at Level

Specialisation Slots     1-6  7-12 13+

none (proficient)   1    2/1  3/1  4/1

single         2    2/1  3/1  4/1

double         4    5/2  7/2  9/2

triple         6    5/2  7/2  9/2

quadruple 9    3/1  4/1  5/1



Bow            Point     To Hit/Damage Bonuses

Specialisation      Blank     Short     Med. Long

none (proficient)        0/0  0/0  -2/0 -5/0

single              +1/+1     0/0  -2/0 -5/0

double              +2/+2     +1/+1     0/0  -2/0

triple              +3/+2     +2/+1     +1/0 0/0

quadruple      +3/+3     +2/+2     +1/+1     +1/0



     Crossbow Weapon Specialisation

Crossbow  Prof # Attacks/Rnd at Level (Heavy Xbow)

Specialisation Slots     1-6       7-12      13+

none (proficient)   1    1/1 (1/2)      3/2 (1/1)

2/1 (3/2) single         2    4/3 (1/1)      5/3

(4/3)          7/3 (5/3) double         4    3/2 (4/3)

2/1 (3/2)      5/2 (2/1) triple         6    5/3

(3/2)          7/3 (5/3)      8/3 (7/3) quadruple 9

2/1 (5/3)      5/2 (2/1)      3/1 (5/2)



Crossbow       Point     To Hit/Damage Bonuses

Specialisation      Blank     Short     Med. Long

none (proficient)        0/0  0/0  -2/0 -5/0

single              +1/+1     +1/0 0/0  -2/0

double              +2/+2     +1/+1     +1/0 -2/0

triple              +3/+2     +2/+1     +1/0 +1/0

quadruple      +3/+3     +2/+2     +1/+1     +1/0



     Other Missile Weapon Specialisation

Missile Weap.  Prof Extra Attacks/Rnd at Levels

Specialisation Slots     1-6       7-12      13+

none (proficient)   1    *         * + 1/2        * + 1/1



single         2    * + 1/3        * + 1/1        * + 3/2

double         4    * + 1/2        * + 3/2        * + 5/3

triple         6    * + 1/1        * + 5/3        * + 2/1

quadruple 9    * + 3/2        * + 2/1        * + 5/2



     * = normal attacks per round for that particular missile weapon

plus the additional attacks per round. For example, if Rath was triple

specialised in Darts, and was a level 9 fighter. His attacks per round

would be 3/1 + 5/3. Thus on the 1st round he could throw 4 darts (3/1

+1/1), on the 2nd and 3rd rounds, he could throw 5 darts (3/1 +2/1), the

order would then repeat itself for every 3 rounds of combat.



Missile Weapon      To Hit/Damage Bonuses

Specialisation      Short          Med.      Long

none (proficient)        0/0       -2/0      -5/0

single              +1/+1          0/+1      -2/0

double              +2/+1          +1/+1          0/+1

triple              +2/+2          +1/+2          +1/+2

quadruple      +3/+3          +2/+3          +1/+3



Weapon Specialisation and Weapon Groups

     Although it is possible to become proficient in an entire group

of weapons, this doesn't mean a character can specialise in an entire

group of weapons.

     As before, each weapon specialisation costs one Weapon

Proficiency Slot in a weapon the character is already proficient in. A

character can't pay two points to be proficient in the Fencing Blades

group and then another two to specialise in the same group: He'd have to

take one-slot Specialisation individually for Dagger/Dirk,

Knife/Stiletto, Main-gauche, Rapier, and Sabre.

     Let's say a character wants to know how to use every type of

blade ever made.... but he wants to be especially good with the Long

Sword. As a first-level Warrior, he receives four Weapon Proficiency

Slots to start with. He spends three to take Proficiency with the entire

Blades broad group, and spends his fourth to specialise in Long Sword.

He has his wish: He can pick up and use any blade weapon without

penalty, but is particularly adept with the Long Sword.

     Similarly, a character might wish to be proficient with all

bows, and especially good with the Composite Long Bow. He spends two

weapon proficiency slots to be proficient with the entire Bows tight

group, and spends two more slots (because bows are trickier to

specialise in-see above) to specialise in Composite Long Bow. This

character is at a disadvantage with any sort of weapon other than bows,

but can use all bows, and is especially good with the Composite Long

Bow.



Nonweapon Proficiencies

     A player character is more than a collection of combat

modifiers. Most people have a variety of skills learned over the years.

Consider yourself as an example-how many skills do you possess? If you

have gone through 12 years of school, were moderately active in after

school programs, and did fairly well on your grades, the following might

be a partial list of your skills:

     English reading and writing

     Geometry, algebra, and trigonometry

     Basic chemistry

     Basic physics

     Music (playing an instrument, singing, or both)

     Spanish reading and writing (or French, German, etc.)

     Basic Shop or Home Economics

     Typing

     Driving

     History

     Basic biology

     In addition to the things learned in school, you have also

learned things from your parents, friends, scouts, or other groups. You

might be able to add any of the following to your list. 

     Swimming

     Hunting

     Fishing

     Canoeing

     Sailing

     Horseback riding

     First aid

     Animal training

     Cooking

     Sewing

     Embroidery

     Dancing

     If you consider all your hobbies and all the things you have

done, you probably know many more skills. In fact, if you make a list,

you probably will be surprised by the large number of basic skills you

have. And, at this point, you are (or were) still young!

     Now, having graduated from school, you get a job. Are you just

acarpenter, mechanic, electrician, salesman, or secretary. Of course

not, you are a lot more than just your job. All those things you learned

in school and elsewhere are part of what you are. Shouldn't it be the

same for your player character?

     For a really complete role-playing character, you should know

what your character can do. There are three different ways to do this:

using what you know, using secondary skills, and using nonweapon

proficiencies. Each of these is optional, but each increases the amount

of detail that rounds out your character.



Using What You Know

     If your DM decides not to use secondary skills or nonweapon

proficiencies, situations will arise in which you'll have to determine

whether your character has certain skills. For example, Delsenora the

mage slips at the edge of a steep riverbank and tumbles into the water.

The current sweeps her into the middle of the river. To escape, she must

swim to safety. But does Delsenora know how to swim?

     One way to answer this is to pretend that your character knows

most of the things that you know. Do you know how to swim? If you do,

then your character can swim. If you know a little about mountain

climbing, horseback riding, carpentry, or sewing, your character knows

these things, too. This also applies to things your character might want

to build. Perhaps your character decides he wants to build a catapult.

If you can show your DM how to make such a device, then the DM may allow

your character the same knowledge. Indeed, you might visit the local

library just to gain this information.

     There are real advantages to this method. You can learn

something at the library or school and bring it into your game. Also,

there are fewer rules to get in the way of your fun. Since there are

fewer rules, your DM has a lot of flexibility and can play out all the

drama inherent in a scene.

     There are also problems with this method. First, you probably

know a lot of things your character should not-basic electronics, the

components of gunpowder, or calculus, for instance.

     You have a lot of knowledge that is just not available to

someone in a medieval world (even a fantasy medieval world). Likewise,

there are things that a typical person in a medieval world would know

that you, as a modern person, have never needed to learn. Do you know

how to make armour? Skin a deer? Salt meat away for the winter? Turn

flax into linen? Thatch a roof? Read heraldry? You might, but there is

no way you can consider these common skills anymore. But in a medieval

world they would be common.

     Also, knowing something about a skill or trade doesn't mean you

know a lot, and there is a big difference between the two. When

Delsenora fell into the raging river, she had to swim out. But was she a

strong enough swimmer to pull free of the current? The DM must make up

arule on the spot to handle the situation. Perhaps you can swim, but can

you swim well enough to escape a raging torrent?

     The biggest drawback to this method is that there are no rules

to resolve tricky situations. The DM must make it up during play. Some

players and DMs enjoy doing this. They think up good answers quickly.

Many consider this to be a large part of the fun. This method is perfect

for them, and they should use it. Other players and DMs like to have

clear rules to prevent arguments. If this is the case in your group, it

is better to use secondary skills or nonweapon proficiencies. 



Secondary Skills

     The second method for determining what your character knows is

to assign secondary skills. Secondary skills are broad areas of

expertise. Most correspond to occupations that your character may have

been apprenticed in or otherwise picked up before beginning his

adventuring life. Secondary skills are much more general than nonweapon

proficiencies. They should not be used in combination with nonweapon

proficiencies, which are explained later.

     Every player character has a chance at a secondary skill.

Either choose one from the table below or take a chance and roll

randomly. A random roll may result in one, two, or no secondary skills.



     SECONDARY SKILLS

D100      Secondary Skill

01-02     Armourer (make, repair, & evaluate armour and weapons)

03-04     Bowyer/Fletcher (make, repair, & evaluate bows and arrows)

05-10     Farmer (basic agriculture)

11-14     Fisher (swimming, nets, and small boat handling)

15-20     Forester (basic wood lore, lumbering)

21-23     Gambler (knowledge of gambling games)

24-27     Groom (animal handling)

28-32     Hunter (basic wood lore, butchering, basic tracking)

33-34     Jeweller (appraisal of gems and jewellery)

35-37     Leather worker (skinning, tanning)

38-39     Limner/Painter (map making, appraisal of art objects)

40-42     Mason (stone-cutting)

43-44     Miner (stone-cutting, assaying)

45-46     Navigator (astronomy, sailing, swimming, navigation)

47-49     Sailor (sailing, swimming)

50-51     Scribe (reading, writing, basic math)

52-53     Shipwright (sailing, carpentry)

54-56     Tailor/Weaver (weaving, sewing, embroidery)

57-59     Teamster/Freighter (animal handling, wagon-repair)

60-62     Trader/Barterer (appraisal of common goods)

63-66     Trapper/Furrier (basic wood lore, skinning)

67-68     Weaponsmith (make, repair, & evaluate weapons)

69-71     Woodworker/Carpenter (carpentry, carving)

72-85     No skill of measurable worth

86-00     Roll twice (reroll any result of 86-00)



     Once a character has a secondary skill, it is up to the player

and the DM to determine just what the character can do with it. The

items in parentheses after each skill describe some of the things the

character knows. Other knowledge may be added with the DM's approval.

Thus, a hunter might know the basics of finding food in the wilderness,

how to read animal signs to identify the types of creatures in the area,

the habits of dangerous animals, and how to stalk wild animals.

     Like the previous method ('Using What You Know"), this method

has strengths and weaknesses. Secondary skills do not provide any rules

for determining whether a character succeeds when he uses a skill to do

something difficult. It is safe to assume that simple jobs succeed

automatically. (A hunter could find food for himself without any

difficulty.) For more complicated tasks, the DM must assign a chance for

success. He can assign a percentage chance, have the character make a

saving throw, or require an Ability check (see Glossary). The DM still

has a lot of flexibility.

     This flexibility means the DM must sometimes make up the rule

to cover the situation, however. As mentioned earlier, some DMs enjoy

this; others do not, their strengths being elsewhere. While secondary

skills define and limit the player's options, they do not greatly

simplify the DM's job.



Nonweapon Proficiencies

     The most detailed method for handling character skills is that

of nonweapon proficiencies. These are much like weapon proficiencies.

Each character starts with a specific number of nonweapon proficiency

slots and then earns additional slots as he advances. Initial slots must

be assigned immediately; they cannot be saved or held in reserve.

     Nonweapon proficiencies are the most detailed way to handle the

question of what the player character knows. They allow the player to

choose from a broad selection and define the effects of each choice.

Like the other methods, however, this system is not without drawbacks.

First, nonweapon proficiencies are rigid. Being so defined, they limit

the options of both the player and DM. At the same time, there will

still be questions unanswered by these proficiencies. Whereas before

such questions were broad, they will now tend to be more precise and

detailed. Secondly, using this system increases the amount of time

needed to create a character. While the end result is a more complete,

well-rounded person, set-up time can take up to two or three hours.

Novice players especially may be overwhelmed by the number of choices

and rules.

     Unlike weapon proficiencies, in which some weapons are not

available to certain character classes, all nonweapon proficiencies are

available to all characters. Some nonweapon proficiencies are easier for

certain character classes to learn, however.

     Table 5-4 lists all nonweapon proficiencies. They are divided

into categories that correspond to character groups. The proficiencies

listed under each group can be learned easily by characters of that

group. A fifth category-"General"-contains proficiencies that can be

learned easily by any character.

     Refer to Table 5-3. When a player selects a nonweapon

proficiency from those categories listed under "Proficiency Groups" for

his character's group, it requires the number of proficiency slots

listed in Table 5-1. When a player selects a proficiency from any other

category, it requires one additional proficiency slot beyond the number

listed.



     Table 5-3: Nonweapon Proficiency Group Crossovers

Character Class     Proficiency Groups

fighter        Warrior, General

paladin        Warrior, Priest, General

ranger         Warrior, Wizard, General

cleric         Priest, General

druid          Priest, Warrior, General

mage      Wizard, General

Illusionist    Wizard, General

Thief          Rogue, General

Bard      Rogue, Warrior, Wizard, General



Using Nonweapon Proficiencies

     When a character uses a proficiency, either the attempt is

automatically successful or the character must roll a proficiency check.

If the task is simple or the proficiency has only limited game use

(such as cobbling or carpentry), a proficiency check is generally not

required. If the task the character is trying to perform is difficult or

subject to failure, a proficiency check is required. Read the

descriptions of the proficiencies for details about how and when each

can be used. 

     If a proficiency check is required, Table 5-3 lists which

ability is used with each proficiency. Add or subtract the modifier

(either positive or negative) listed in Table 5-3 to the appropriate

ability score. Then the player rolls 1d20. If the roll is equal to or

less than the character's adjusted ability score, the character

accomplished what he was trying to do. If the roll is greater than the

character's ability score, the character fails at the task. (A roll of

20 always fails.) The DM determines what effects, if any, accompany

failure.

     Of course, to use a proficiency, the character must have any

tools and materials needed to do the job. A carpenter can do very little

without his tools, and a smith is virtually helpless without a good

forge. The character must also have enough time to do the job.

Certainly, carpentry proficiency enables your character to build a

house, but not in a single day. Some proficiency descriptions state how

much time is required for certain jobs. Most, however, are left to the

DM's judgement.

     The DM can raise or lower a character's chance of success if

the situation calls for it. Factors that can affect a proficiency check

include availability and quality of tools, quality of raw material used,

time spent doing the job, difficulty of the job, and how familiar the

character is with the task. A positive modifier is added to the ability

score used for the check. A negative modifier is subtracted from the

ability score.

     Rath, skilled as a blacksmith, has been making horseshoes for

years. Because he is so familiar with the task and has every tool he

needs, the DM lets him make-horse shoes automatically, without risk of

failure. However, Delsenora has persuaded Rath-to make an elaborate

wrought-iron cage (needed to create a magical item). Rath has never done

this before and the work is very intricate, so the DM imposes a penalty

of -3 on Rath's ability check.

     When two proficient characters work together on the same task,

the highest ability score is used (the one with the greatest chance of

success). Furthermore, a +2 bonus is added for the other characters

assistance. The bonus can never be more than +2, as having too many

assistants is sometimes worse than having none.

     Nonweapon proficiencies can also be improved beyond the ability

score the character starts with. For every additional proficiency slot

acharacter spends on a nonweapon proficiency, he gains a +3 bonus to

those proficiency checks. Thus, Rath (were he not an adventurer) might

spend his additional proficiency slots on blacksmithing, to become a

very good blacksmith, gaining a +3, +6, +9, or greater bonus to his

ability checks.

     Many non-player craftsmen are more accomplished in their fields

than player characters, having devoted all their energies to improving

asingle proficiency. Likewise, old masters normally have more talent

than young apprentices-unless the youth has an exceptional ability

score!. However, age is no assurance of talent. Remember that knowing a

skill and being good at it are two different things. There are bad

potters, mediocre potters, and true craftsmen. All this has much less to

do with age than with dedication and talent.



     Table 5-3:  Non-Weapon Proficiency Groups

GENERAL

Proficiency              # Slots   Ability        Modifier

acting                   1    Charisma  -1

agriculture              1    Intelligence   +1

alertness                1    Wisdom         +1

animal handling               1    Wisdom         -1

animal training               1    Wisdom         0

artistic ability              1    Wisdom         0

balance                  1    Dexterity 0

bargain                  1    Wisdom         -2

barkeeping               1    Intelligence   0

bartending               2(3) special        special

beekeeping               1    Wisdom         0

blacksmithing            1    Strength       0

blazoning           1    Intelligence   +1

boasting                 1    Charisma  +3

boating                  1    Wisdom         +1

boatwright               1    Intelligence   -2

body language            1    Wisdom         -2

brewing                  1    Intelligence   0

butcher                  1    Intelligence   +1

candler                  1    Intelligence   0

caravaneer               1    Wisdom         0

carpentry           1    Strength       0

carpentry (spelljammer)       1    Strength       0

cartography              1    Wisdom         0

cartwright               1    Intelligence   0

catching                 1    Dexterity 0

chanting                 1    Wisdom         +3

cheese making            1    Intelligence   0

city lore 1              1    Intelligence   +1

city lore 2              2    Intelligence   -2

city lore 3              2    Charisma  -1

city lore 4              2    Intelligence   -2

cobbling                 1    Dexterity 0

comedy                   1    Charisma  0

commerce 1               1    Wisdom         -1

commerce 2               2    Wisdom         -2

cooking                  1    Intelligence   0

craft instrument              2    Dexterity 0

crowd working            1    Charisma  +2

cryptography             1    Intelligence   special

dairyman            1    Intelligence   0

dancing                  1    Dexterity 0

danger sense             2    Wisdom         -2

debate                   1    Intelligence   0

differencing             1    Intelligence   +2

diplomacy           1    Charisma  0

direction sense               1    Wisdom         +1

disguise drunkeness/hangover  1    Intelligence   -4

distance sense           1    Wisdom         0

diving                   1    Dexterity 0

draftsmanship            1    Dexterity 0

drinking/boozing              1    special        special



drinking skills/tricks        1    Dexterity special

drover/shepherd               1    Intelligence   +1

dyer                1    Intelligence   -1

eavesdropping            1    Intelligence   +1

etiquette                1    Charisma  0

falconry                 1    Wisdom         -1

farming                  1    Wisdom         0

fashion                  1    Wisdom         +1

find water               1    Intelligence   0

fire building            1    Wisdom         -1

fire control             1    Dexterity 0

fishing                  1    Wisdom         -1

freefall                 1    Dexterity 0

fungi recognition             1    Intelligence   +3

gaming                   1    Charisma  0

geography           2    Intelligence   0

geology                  2    Intelligence   -1

glazier                  2    Dexterity 0

goldsmithing             1    Dexterity 0

heat protection               1    Intelligence   -2

heraldry                 1    Intelligence   0

hiding                   2    Intelligence   -1

history, family               1    Intelligence   0

intimidation             1    special        0

kissing                  1    Charisma  -2

laijutsu                 1    Dexterity 0

languages, modern        1    Intelligence   0

law                 1    Intelligence   0

leatherworking           1    Intelligence   0

masseur                  1    Strength       0

mathematics              1    Intelligence   0

merchant            2    Intelligence   -1

miller                   1    Intelligence   0

mime                1    Charisma  +1

mind over body           1    Wisdom         -2

mining                   2    Wisdom         -3

monster trivia           2    Intelligence   -2

mortician           1    Intelligence   +1

navigation, underground       1    Intelligence   0

nightsight               1    Wisdom         -2

observation              1    Intelligence   0

orienteering             2    Wisdom         0

persuasion               1    Charisma  0

pharmacy            1    Intelligence   0

poetry                   1    Charisma  0

poison                   2    Intelligence   special

pottery                  1    Dexterity -2

psionic detection             1    Wisdom         -2

riding, airborne              2    Wisdom         -2

riding, land based       1    Wisdom         +3

riding, sea based             2    Wisdom         -2

riding, space based      2    Wisdom         -3

rope/net making               1    Dexterity 0

rope use                 1    Dexterity 0

sail manipulation             1    Dexterity 0

scribing                 1    Dexterity 0

seamanship               1    Dexterity +1

seamstress/tailor             1    Dexterity -1

seduction           1    Charisma  -2

semaphore           1    Intelligence   0

shipwright               2    Intelligence   -2

sign language            1    Intelligence   +2

signalling               1    Intelligence   +2

signalling, underground       1    Intelligence   +2

signalling, wildspace         1    Intelligence   +2

silversmithing           1    Dexterity 0

singing                  1    Charisma  0

skiing                   1    special        special

skinning                 1    Intelligence   0

slow respiration              1    Constitution   0

smelting                 1    Intelligence   -1

sound analysis           1    Wisdom         0

spacemanship             1    Dexterity +1

spell mimicry            2    Intelligence   -2

spelljammer. history          2    Intelligence   -1

spying                   1    Intelligence   0

statecraft               1    Intelligence   0

stealth                  1    Dexterity 0

stewardship              1    Intelligence   0

stonemasonry             1    Strength       -2

story telling            1    Charisma  0

survival, wildspace      2    Wisdom         -3

swimming            1    Strength       0

teaching                 1    Wisdom         0

throwing/shooting        1    Dexterity 0

toasting                 1    Intelligence   -2

torture                  1    Intelligence   0

torture resistance            1    Constitution   -2

weather sense            1    Wisdom         -1

weaving                  1    Intelligence   -1

whistling/humming        1    Dexterity +2

wine making              1    Wisdom         0

wine pouring             1    Wisdom         0

wine tasting             1    Wisdom         0

yelling                  1    Charisma  0



PRIEST

Proficiency              # Slots   Ability        Modifier

alchemy (base)           3    Intelligence   -2

ancient history               1    Intelligence   -1

astrology           2    Intelligence   0

astronomy           2    Intelligence   -1

botany                   1    Intelligence   -1

bureaucracy              1    Intelligence   0

calligraphy              1    Dexterity -1

diagnostics              1    Wisdom         -1

engineering              2    Intelligence   -3

genie lore               1    Intelligence   0

healing                  2    Wisdom         -2

herbalism           2    Intelligence   -2

languages, ancient       1    Intelligence   0

languages, space              1    Intelligence   0

local history            1    Charisma  0

magical engineering      2    Intelligence   -3

meditation               2    special        -2

musical instrument       1    Dexterity -1

navigation               1    Intelligence   -2

navigation, celestial         1    Intelligence   -2

navigation, phlogiston        1    Intelligence   -2

planar geography              1    Intelligence   -1

planar geometry               1    Intelligence   0

planet lore              1    Intelligence   0

planetology              2    Intelligence   -1

reading/writing               1    Intelligence   +1

religion                 1    Wisdom         0

somantic concealment          1    Dexterity -1

speed casting            2    Wisdom         -2

spellcraft               1    Intelligence   -2

spelljamming             2    Intelligence   -2

veterinary healing       1    Wisdom         -3



ROGUE

Proficiency              # Slots   Ability        Modifier

ancient history               1    Intelligence   -1

appraising               1    Intelligence   0

begging                  1    Charisma  special

blind-fighting           2    Wisdom         0

bribery                  1    Charisma  special

bureaucracy              1    Intelligence   0

camouflage               1    Intelligence   0

climbing            2    Strength       -4

concealment              1    Dexterity -4

disguise                 1    Charisma  -1

escapology               1    Dexterity special

evasion                  1    Dexterity -2

fast talking             1    Charisma  special

foraging                 1    Intelligence   -2

forgery                  1    Dexterity -1

fortune telling               2    Charisma  special

gem cutting              1    Dexterity -2

haggling                 1    Charisma  0

harness subconscious          2    Wisdom         -1

hypnosis                 1    Charisma  -2

information gathering         1    Intelligence   special

juggling                 1    Dexterity -1

jumping                  1    Strength       0

legerdemain              1    Dexterity -1

lock picking             2    Dexterity -4

locksmithing             1    Dexterity 0

looting                  1    Wisdom         0

meditation               1    special        -2

meditative focus              1    Wisdom         +1

musical instrument       1    Dexterity -1

pest control             1    Dexterity -4

rejuvination             1    Wisdom         -1

seance                   2    Charisma  -2

set snares               1    Dexterity +1

side-show talents             1    Dexterity 0

sleight of hand               1    Dexterity -2

space fighting           2    Dexterity +2

street sense             2    Charisma  0

tightrope walking             1    Dexterity 0

trailing                 1    Dexterity special



trail hiding             1    Intelligence   0

trail signs              1    Intelligence   -1

trap detection           2    Intelligence   -4

tumbling            1    Dexterity 0

ventriloquism            1    Intelligence   -2

voice mimicry            2    Charisma  special

water divining           1    Wisdom         -2



WARRIOR

Proficiency              # Slots   Ability        Modifier

animal lore              1    Intelligence   0

armourer            2    Intelligence   -2

armour optimisation      1    Dexterity -2

arms appraising               1    Intelligence   0

blind-fighting           2    Wisdom         0

bowyer/fletcher               1    Dexterity -1

bribery                  1    Charisma  special

camouflage               1    Intelligence   0

charioteering            1    Dexterity +2

close quarter fighting        2    Dexterity 0

display weapon prowess        1    Dexterity 0

endurance           2    Constitution   0

foraging                 1    Intelligence   -2

grappling hook           1    Dexterity +1

gunnery                  1    Intelligence   -2

heraldic law             1    Intelligence   -1

hunting                  1    Wisdom         -1

jousting                 1    Dexterity +2

leadership               1    Charisma  0

mountaineering           1    N/A       N/A

navigation               1    Intelligence   -2

navigation, celestial         1    Intelligence   -2

navigation, phlogiston        1    Intelligence   -2

revelations              1    Intelligence   0

running                  1    Constitution   -6

space fighting           2    Dexterity +2

spelunking               1    Intelligence   -2

street fighting               2    Dexterity 0

survival                 2    Intelligence   0

tracking                 2    Wisdom         [-6]

trail hiding             1    Intelligence   0

trail marking            1    Wisdom         0

trail signs              1    Intelligence   -1

weapon improvisation          1    Wisdom         -1

weapon loader            1    Dexterity +1

weaponsmithing           3    Intelligence   -3

weaponsmithing, crude         1    Wisdom         -3

wheel lock pistol             1    Dexterity 0

wild fighting            2    Constitution   0

zero gravity combat      1    Intelligence   -2



WIZARD

Proficiency              # Slots   Ability        Modifier

alchemy (base)           3    Intelligence   -2

alchemy (advanced)       3    Intelligence   -3

alternate magic's             1    Intelligence   -1

ancient history               1    Intelligence   -1

astrology           2    Intelligence   0

astronomy           2    Intelligence   -1

botany                   1    Intelligence   -1

calligraphy              1    Dexterity -1

chemistry           2    Intelligence   -2

dweomercraft             3    Intelligence   -3

engineering              2    Intelligence   -3

field of study           1    Intelligence   -1

genie lore               1    Intelligence   0

herbalism           2    Intelligence   -2

languages, ancient       1    Intelligence   0

languages, space              1    Intelligence   0

magical engineering      2    Intelligence   -3

meditation               2    special        -2

no noticable effect      2    Intelligence   -2

navigation               1    Intelligence   -2

navigation, celestial         1    Intelligence   -2

navigation, phlogiston        1    Intelligence   -2

planar geography              1    Intelligence   -1

planar geometry               1    Intelligence   0

planet lore              1    Intelligence   0

planetology              2    Intelligence   -1

reading/writing               1    Intelligence   +1

religion                 1    Wisdom         0

somantic concealment          1    Dexterity -1

speed casting            2    Wisdom         -2

spellcraft               1    Intelligence   -2

spelljamming             2    Intelligence   -2

specific spell           2    Intelligence   -2

subtle casting           2    Dexterity -2



Nonweapon Proficiency Descriptions

     The following proficiency descriptions are arranged

alphabetically, not according to character class. Each description gives

a general outline of what a character with the proficiency knows and

can do. Furthermore, some descriptions include rules to cover specific

uses or situations, or exact instructions on the effects of the

proficiency. 



     Acting - (1 slot, general, Charisma -1) this proficiency allows

a character to skilfully portray various roles, often as entertainment.

It can also be used to enhance a disguise. If a character has both

acting and disguise proficiencies, the check for either is made at a +2

bonus. Proficiency checks are required only if the actor must portray a

particularly difficult role or is attempting to 'ad lib' without

rehearsal.



     Agriculture - (1 slot, general, intelligence +1) The character

has a knowledge of the basics of farming. This includes planting,

harvesting, storing crops, tend animals, butchering, and other typical

farming chores.



     Alchemy (Base) - (3 slots, int-2) allows a chance to identify

potions, poisons & recognise potential ingredients for alchemical

potions (said ingredients being useful parts of recently-slain creatures

or discovered plants). Does not allow brewing of potions, etc. if taken

on its own {from Barbara Haddad}



     Alchemy (Advanced)- (2 slots, wizard, Intelligence -2) An

individual skilled in the science of alchemy can perform a variety of

feats when he has access to a well-stocked laboratory. Given time and

the proper materials, the alchemist can create such things as smoke

bombs, sleep gas, nonmagical potions, dusts, powders, Greek fire, strong

glue, various drugs and mild poisons, both natural and otherwise.

Furthermore, a character with this proficiency can conduct experiments

to determine the properties and content of unknown substances.

     A laboratory, including the specialised equipment and the

innumerable chemicals necessary for its operation, costs at least

5000gp. For every additional 5000gp invested in the laboratory, the

alchemist's chances of success in any given project should modified by

+1. However, since there is always a chance of failure, any roll of a

natural 20 indicates that something has gone wrong, most probably

damaging the alchemist and some of his equipment. Other failures may

result in worthless potions, creations with wildly different effects, or

whatever else the DM can think of.

     This skill is almost useless outside of the laboratory, and the

character's abilities should be limited accordingly when this is the

case. Some characters may wish to carry small analysis kits with them

while adventuring. These typically cost as much as 500 gp each. The

delicate equipment is not likely to stand up to the rigors of normal

adventuring, and the chances of success on any project will incur

penalties ranging from -1 to -10 depending on the situation.

     Possession of this skill grants a +1 bonus on all brewing,

herbalism, and poison proficiency checks.

     Note - to have this proficiency, a character must already have

both herbalism and chemistry non weapon proficiencies. This skill allows

the character to make the following items (description, NWP penalty

applied to the check when making this substance, cost to make the

substance, number of days to make the item, and other information):-

     acid - weak, +2 nwp, 10gp, 1 day, 1-4 dam/Rnd, lasts 1-4 rnds,

makes 2-5 flasks

     acid - medium, 0 nwp, 25gp, 2 days, 1-6 dam/Rnd, lasts 2-5

rnds, makes 2-8 flasks

     acid - strong, -2 nwp, 50gp, 3 days, 1-8 dam/Rnd, lasts 1-3

rnds, makes 1-12 flasks

     acetone, +2 nwp, 50gp, + day, removes almost all sticky

substances (poisons, glues, web, etc.)

     alloy, -8 nwp, 3000gp, 25 days, can make combination of any 2

metals

     glue - weak, +5 nwp, 3gp, + day, same as wood glue

     glue - OK, 0 nwp, 6gp, 1 day, this is the same as super glue

     glue - awesome, -3 nwp, 15gp, 2days, unbreakable

     heal salve - weak, +3 nwp, 10gp, 1 day, heals extra 2 HP when

applied & rest for 8 hours (overnight)

     heal salve - medium, 0 nwp, 25gp, 2 days, heals extra 4 HP when

applied & rest for 8 hours (overnight)

     heal salve - strong, -4 nwp, 100gp, 4 days, heals extra 6 HP

when applied & rest for 8 hours (overnight)

     matches, +2 nwp, 25gp, 1 day,same as normal waterproof matches

you buy in a store, makes 3-36

     poison antidote, , same NWP penalty to make as poison type,

cost = + poison type, days =  as per poison

     poison - inject - A, +2 nwp, 50gp, 1 day

     poison - inject - B, 0 nwp, 100gp, 2 days

     poison - inject - C, -1 nwp, 200gp, 3 days

     poison - inject - D, -3 nwp, 400gp, 4 days

     poison - inject - E, -10 nwp, 1600gp, 10 days

     poison - inject - F, -6 nwp, 800gp, 6 days

     poison - inject - O, -4 nwp, 500gp, 5 days

     poison - inject - P, -4 nwp, 500gp, 5 days

     poison - ingest - G, +1 nwp, 100gp, 2 days

     poison - ingest - H, 0 nwp, 200gp, 3 days

     poison - ingest - I, -3 nwp, 400gp, 5 days

     poison - ingest - J, -8 nwp, 1200gp, 8 days

     poison - contact - K, 0 nwp, 200gp, 3 days

     poison - contact - L, -3 nwp, 400gp, 3 days

     poison - contact - M, -6 nwp, 800gp, 3 days

     poison - contact - N, -10 nwp, 2000gp, 3 days

     Note for all poisons: cost is per dose. Up to a maximum of 12

doses can be made at a time (cost = no. of doses * price for 1 dose). A

roll must be made for each batch of poison on the table below to

determine the relative strength of each poison batch.

     potion, -6 nwp, cost = 5 * XP value, 7 days, must have list of

ingredients, makes 1 potion

     smoke bomb, 0 nwp, 20gp, 2 days, 20'*20' cloud, obscures vision

to 3', make up to 5 (at 5*cost)

     stink bomb, -4 nwp, 100gp, 5 days, 25'*25' cloud, same as

stinking cloud

     Note - if any item is made and the NWP check is failed by 5 or

more (or a 20 is rolled), then the item produced is harmful in some way

to the user or maybe the maker. If a poison is successfully made, roll

on the table below to determine modifiers to the saving throw roll. The

modifiers are rolled on 1d30

     die roll (1d30)     result

     1         +4 save

     2 - 3          +3 save

     4 - 6          +2 save

     7 - 10         +1 save

     11 - 20        no modifier

     21 - 24        -1 save

     25 - 27        -2 save

     28 - 29        -3 save

     30        -4 save



     Alertness - (1 slot, general, Wisdom +1) this proficiency

allows a character to instinctively notice and recognise signs of a

disturbance in the immediate vicinity. This reduces a characters chance

of being surprised by 1, if he makes a successful proficiency check.



     Alternate Magic's (1 slot, wizard, intelligence -1) This skill

grants a familiarity with magic that does not originate with

conventional spellcraft. Examples of this include the innate abilities

of fairies, demons, djinn, and other known magical creatures, as well as

the unusual spellcasting done by dragons and their ilk. A successful

skill check indicates that the wizard has correctly identified the

source and nature of the magical phenomenon. {from Net Wizard Handbook}



     Ancient History - (1 slot, priest/wizard, intelligence -1) The

character has learned the legends, lore, and history of some ancient

time and place. The knowledge must be specific, just as a historian

would specialise today in the English Middle Ages, the Italian

Renaissance, or the Roman Republic before Caesar.

     The knowledge acquired gives the character familiarity with the

principal legends, historical events, characters, locations, titles,

breakthroughs (scientific, cultural, and magical), unsolved mysteries,

crafts, and oddities of the time. The character must roll a proficiency

check to identify places or things he encounters from that age.



     Animal Handling - (1 slot, general, Wisdom -1) Proficiency in

this area enables a character to exercise a greater-than-normal control

over pack animals and beasts of burden. A successful proficiency check

indicates that the character has succeeded in calming an excited

agitated animal. In contrast, a character without this proficiency has

only a 20% chance of succeeding in the attempt.



     Animal Lore - (1 slot, warrior, intelligence -1) This

proficiency enables a character to observe the actions or habitat of an

animal and interpret what is going on. Actions can show how dangerous

the creature is, whether it is hungry, protecting its young, or

defending a nearby den. Furthermore, careful observation of signs and

behaviours can even indicate the location of a water hole, animal herd,

predator, or impending danger, such as a forest fire. The DM will

secretly roll a proficiency check. A successful check means the

character understood the basic action of the creature. If the check

fails by 4 or less, no information is gained. If the check fails by more

than 5 or more, the character misinterprets the actions of the animal.

     A character with animal lore adds a +2 bonus when using the set

snares proficiency (for hunting) since the character knows the general

habits of the creature hunted.



     Animal Noise - (1 slot, rogue, Wisdom -1) a character with this

proficiency can imitate the noises made by various animals. A

successful check means the characters noise cannot be distinguished from

that of the actual animal, except by magical means. A failed check

produces a sound that varies from that of the animals in some slight

way. Those who are very familiar with the animal will recognise the

intended mimicry at once. Other characters will recognise the imitation

on a successful perception roll.



     Animal Training - (1 slot, general, Wisdom) Characters with

this proficiency can train one type of creature (declared when the

proficiency is taken) to obey simple commands and perform tricks. A

character can spend additional proficiencies to train other types of

creatures or can improve his skill with an already chosen type.

Creatures typically trained are dogs, horses, falcons, pigeons,

elephants, ferrets and parrots. A character can choose even more exotic

creatures and monsters with animal intelligence.

     A trainer can work with up to three creatures at one time. The

trainer may choose to teach general tasks or specific tricks. A general

task gives the creature the ability to react to a number of non-specific

commands to do its job. A specific task teaches the trained creature to

do one specific action. With enough time, a creature can be trained to

do both general tasks and specific tricks.

     Training for a general task requires three months of

uninterrupted work. Training for a specific trick requires 2d6 weeks. At

the end of the training time, a proficiency check is made. If

successful, the animal is trained. If the die roll fails, the beast is

untrainable. An animal can be trained in 2d4 general task or specific

tricks, or any combination of the two.

     An animal trainer can also try to tame wild animals (preparing

them for training later on). Wild animals can be tamed only when they

are very young. The taming requires one month of uninterrupted work with

the creature. At the end of the month, a proficiency check is made. If

unsuccessful, the beast is suitable for training. If the check fails,

the creature retains enough of its wild behaviour to make it

untrainable. It can be kept, though it must be leashed or caged.



     Appraising - (1 slot, rogue, intelligence) This proficiency is

highly useful for thieves, as it allows characters to estimate the value

and authenticity of antiques, art objects, jewellery, cut gemstones, or

other crafted items they find (although the DM can exclude those items

too exotic or rare to be well known). The character must have the item

in hand to examine. A successful proficiency check (rolled by the PC

enables the character to estimate the value of the item to the nearest

100 or 1,000 gp and to identify fakes. On a failed check the character

cannot estimate a price at all. On a roll of 20, the character wildly

misreads the value of the item, always to the detriment of the

character.



     Armourer - (2 slots, warrior, intelligence -2) This character

can make all of the type of armour listed, given the proper materials

and facilities. When making armour, the proficiency check is rolled at

the end of the normal construction time. The time required to make

armour is equal to two weeks per level of AC below 10. Dwarves are more

skilled at this than humans, and only take 1.1/2 weeks per level of AC

below 10. E.g., a suit of chain mail (AC5) would take a human 10 weeks

to manufacture, but only 7.1/2 weeks for a dwarf to make.

     If the proficiency check indicates failure but is within 20% of

the amount needed for success, the armourer has created usable but

flawed, armour. Such armour functions as 1 AC worse than usual, although

it looks like the armour it was intended to be. Only a character with

armourer proficiency can detect the flaws, and this requires careful and

detailed inspection.

     If the flawed armour is struck in melee combat with a natural

die roll of 19 or 20, it breaks. The character's AC immediately worsens

by 4 additional classes, and the broken armour hampers the character's

movement. Until the character can remove the broken armour, the

character moves at 1/2 of his normal rate and suffers a -4 penalty to

all of his attack rolls.

     If an armourer is creating a suit of field plate or full plate

armour, the character who will use the armour must be present at least

once a week during the creation of the armour, since such types of

armour require very exact fitting.



     Armour Optimisation - (1 slot, warrior, dexterity -2) This

allows a character to use his armour to the best advantage against a

particular opponent. A successful check in the first round of combat

reduces AC by 1. This benefit is lost if the character goes for 2 full

rounds without combat. Shield or armour must be used. {from Dark Sun}



     Arms Appraising - (1 slot, intelligence, warrior) This ability

allows the character to appraise the workmanship of various weapons and

armour. A character is able to determine, without a proficiency check,

the average price that normal weapon or suit of armour would fetch. He

is also able to tell the condition of the weapon or armour, and if the

previous owner cared for it properly. With a proficiency check, the

character is able to tell if the weapon or armour is of quality, and

what type of bonuses (although not the exact bonuses) can be determined.

This requires constant scrutiny of the item, and perhaps significant

use in battle, for no less time than one day. With another proficiency

check, the apparent creators of the weapon or armour may be determined,

unless this is obvious by design.

     Magical weapons and armour may be identified as such under

extreme conditions. After using the weapon or armour for a period of at

least 1 week, in battle, the character may roll a proficiency check with

a -50% penalty. Success indicates that the character notices some

indications that perhaps magic was involved in the creation of the item.

Under no circumstances can specific powers or pluses be found out in

this way. Characters with this proficiency are knowledgeable in the

proper care for any weapon they are familiar with. A proficiency check

allows the character to care for unfamiliar weapons as well. {from Vince

Carr}



     Artistic Ability - (1 slot, general, Wisdom) Player characters

with artistic ability are naturally accomplished in various forms of the

arts. They have an inherent understanding or colour, form, space, flow,

tone, pitch, and rhythm. Characters with artistic ability must select

one art form to be proficient in. Thereafter, they can attempt to create

art works or musical compositions in their given field. Although it is

not necessary to make a proficiency check, one can be made to determine

the quality of the work. If a 1 is rolled on the check, the artist has

created a work with some truly lasting value. If the check fails, the

artist has created something aesthetically unpleasant or just plain bad.



     Artistic ability also confers a +1 bonus to all proficiency

checks requiring artistic skill--music or dance--and to attempts to

appraise objects of art.



     Astrology - (2 slots, priest/wizard, intelligence) This

proficiency gives the character some understanding of the supposed

influence of the stars. Knowing the birth date and the time of any

person, the astrologer can study the stars and celestial events and then

prepare a forecast of the future for that person. The astrologer's

insight into the future is limited to the next 30 days, and his

knowledge is vague at best. If a successful proficiency check is made,

the astrologer can foresee some general event. The DM decides the exact

prediction. Note that the prediction does not guarantee the result--it

only indicates the potential result. If the proficiency check is failed,

no information is gained unless a 20 is rolled, in which case the

prediction is wildly inaccurate.

     Characters with the astrology proficiency gain a +1 bonus to

all navigation proficiency checks, provided the stars can be seen



     Astronomy - (2 slots, priest/wizard, intelligence -1) This

proficiency gives the character an understanding of celestial mechanics

for both standard and non-standard systems. In any system, the character

may be able to determine the relative placement and future courses of

celestial bodies (even variable orbits of comets and asteroids) by

studying the overall system pattern. The smaller celestial body, the

more difficult the task becomes. Phases of heavenly bodies are also

easily determined.

     Characters with this proficiency may also construct and use all

of the instruments related to this field, such as astrolabes, sextants,

and even simple telescopes. Time and materials are required, and an

unmodified proficiency check with a -10 penalty is required for success.

Failure indicates that the object is flawed in some way and is useless.



     The character can also use this proficiency to determine which

planets have intelligent creatures, civilisations, etc. This use of the

proficiency may require preparation by the DM, since information

regarding a new crystal sphere might be discovered when the characters

first enter it. Characters with this proficiency and the navigation

proficiency, gain a +1 bonus to all navigation proficiency checks, as

well as a +1 bonus to all astrology proficiency checks.



     Balance - (1 slot, dexterity, general) This proficiency serves

to aid the character when attempting to keep his balance on a rocking

ship. When attempting to keep from falling, the character makes a

proficiency check. If this check is successful, the character has

managed to compensate for the movement, grab onto a nearby object, or

quickly move to sturdier ground. If the check fails, the character has

fallen and suffers normal consequences. This can be used not only on

ships, but also any time the character encounters a situation in which

he may slip or fall due to movement of the ground or a slippery surface.

{from Vince Carr}



     Bargain - (1 slot, general, Wisdom -2) Bargainer gets to roll

3d6+CHA rather than 2d6+CHA in protracted bargaining. In DS, bargaining

is done over 3 rounds; whoever wins reduces/increases price by 10% each

round. {from Dark Sun}



     Barkeeping - (1 slot, intelligence, general) The PC in

possession of this skill is able to determine the quality of alcoholic

liberation's and fashion mixed drinks. Successfully rolling this skill

allows the character to note foreign elements - such as poison (at a +4

to the normal saving throw allowed, with a save indicating no damage,

and a failed save indicating only a successfully rolled damage) - in

drinks. {from dragon #156}



     Bartending - (2(3) slots, special, general) A character with

this proficiency has a great knowledge of mixed drinks and can make a

perfect mixed drink on a successful Wisdom check. Note that the mixed

drink must be known (i.e. ingredients, preparation, etc.). The DM may

require an Intelligence to see if the character is familiar with the

drink.

     Wine is the drink of the rich, but a small tavern having a

large supply of wine in stock isn't practical or economical. Thus, a

bartender has the skill to mix wines together to make an entirely

different wine. The bartender has the ability to mix wines to make them

look and/or taste a certain way. The maximum number of wines the

bartender can mix together is two with one more wine added for every

Wisdom point over 12 (ex. a bartender with a 14 Wisdom can mix a maximum

of 4 wines together). Whether it be a dreadful odour, an unwholesome

sticky taste, or a fantastic texture, the bartender can attain this on a

successful Wisdom check. If the bartender fails the check while trying

to do this, he/she gets the exact opposite result (i.e. good tasting

wine becomes bad tasting wine).

     Bartenders have the uncanny ability to raise morale. This

abilities another benefit bestowed from this proficiency. On a

successful Charisma check, the character can raise the morale of those

he/she serves by +2. DMs should make sure characters don't abuse this

ability. A character shouldn't be able to hand a beer to a soldier in a

middle of a battle in hopes to raise his morale. It is intended to be

used in a tavern setting. Also, DMs should require that the player

role-plays the situation. Just stating that the character wishes to

raise morale isn't enough.

     A lot of people go to taverns when depressed, and the bartender

has a tendency to raise their spirits. A bartender can bring a person

out of a non-magical depression on a successful Charisma check with a

positive modifier equal to the character's level. A bartender can bring

aperson out of a magical depression on a successful Charisma check with

amodifier of -1 for very level under 8th.

     A lot of taverns, bars, and inns have a tendency to doctor

drinks to make them more potent or make them less potent than they

should be. Usually it is making drinks less potent which is the

tendency, better known as watering them down. Sometimes a bartender may

wish to make drinks more potent to cause certain patrons to get really

inebriated. Why would a bartender want to make a drink more potent? Well

many people, like thieves or adventurers, would like certain people in

adrunken state so their job (whatever it may be) can be easier and a few

coins to a bartender is a small price to pay to make sure a person is

drunk. The key to doctoring drinks is making the customer not notice a

change. A successful Wisdom roll indicates that nobody will notice a

change in the drink. Failure indicates that a customer may notice a

change. The customer must make a successful Intelligence check to notice

a change.

     A more seedier skill of this proficiency allows him to mix

other liquids together to make them taste like a wine. The bartender

must have knowledge of the wine's taste that he/she wishes to duplicate,

almost to perfection, and gets a -3 to his/her roll if he/she has the

wine with him/her. On a successful Wisdom check, the character creates a

fake of the original wine. This ability can be counteracted with a

successful Wine Tasting proficiency check.

     Another skill of this proficiency is the ability to make

alcohol drink additives (discussed elsewhere in the guide). A character

needs to make a Intelligence check with a -3 modifier. Failure indicates

that the additive is worthless and the process must start over (i.e.

get new ingredients, etc.).

     Another skill of this proficiency is the ability to slide

drinking containers down a bar or another flat surface like a table. A

character needs to make a Dexterity check. If successful, the character

slides a drinking container down the bar and can even make it spin

around a 90 degree angle (only once). If the check fails, the glass

slips, spills its contents, and will probably break.

     If the player devotes a third slot to this proficiency, the

character gains the skills of the Wine Pouring and the Wine Tasting

non-weapon proficiencies. {from Reid Guide To Alcohol}



     Beekeeping - (1 slot, general, Wisdom)  bee raising & knowledge

of how to harvest wax & honey without destroying hive {from Barbara

Haddad}



     Begging - (1 slot, rogue, Charisma (special)) begging serves

two functions. First, it allows characters to pose convincingly as

beggars. Success in this function is automatic, and no checks must be

made. Secondly, it allows a character to make a minimum daily income. To

use this proficiency to earn money, it must be used in an area where

people are present (a city, town or village etc.). The following

modifiers do not take into account the wealth of a particular locale,

just population density. Impoverished regions may have a greater

penalty, as will regions where a long tradition of stinginess is

maintained.

     Locale                   Modifier

     uninhabited / wilderness      failure

     countryside              -7

     hamlet, village               -5

     town                -2

     city                0

     A successful check enables a character to beg for enough money,

goods or services to meet his basic needs (a little food, drink, and a

place to sleep). Begging cannot force PC's to give away money, players

are always free to decide how generous there characters are.



     Blacksmithing - (1 slot, general, strength) A character with

blacksmithing proficiency is capable of making tools and implements from

iron. Use of the proficiency requires a forge with a coal-fed fire and

bellows, as well as a hammer and anvil. The character cannot make armour

or make weapons, but can craft crowbars, grappling hooks, horseshoes,

nails, hinges, plows, and most other iron objects.



     Blind-Fighting - (2 slots, rogue/warrior, Wisdom) A character

with blind-fighting is skilled at fighting in conditions of poor or no

light. In total darkness, the character suffers only a -2 penalty to his

attack roll. Under starlight or moonlight, the character incurs only a

-1 penalty. The character suffers no penalties to his AC because of

darkness. A successful proficiency check is required to use the skill in

this way. Each round, the character may roll until success is achieved,

in which case the character need not roll again during that battle.

     Furthermore, the character retains special abilities that would

normally be lost in darkness, although the effectiveness of these are

reduced by one-half. This proficiency is effective only against

opponents or threats within melee distance of the character.

Blind-fighting does not grant any special protection from missile fire

or anything outside the immediate range of the character's melee weapon.



     While moving in darkness, the character suffers only half the

normal movement penalty of those without this proficiency.

     Furthermore, this skill aids the character when dealing with

invisible creatures, reducing the attack penalties to -2. However, it

does not enable the character to discover invisible creatures; he has

only a general idea of their location and cannot target them exactly.



     Blazoning - (1 slot, general, Intelligence +1) A blazon is a

formula describing exactly what a certain heraldic device looks like.

Characters with this proficiency can reconstruct a coat of arms from its

written description or encode an image in blazon form. This skill must

be used to perform several other heraldic arts.



     Boarding Pike - (1 slot, warrior, dexterity +2) This governs

use of the boarding pike. It is initially available only to spaceborn

beings. Groundlings must learn that such a pike cannot be used to hook

and yank when boarding, unless one yearns to be a helplessly-snagged

target.



     Boasting - (1 slot, general, Charisma +3) Heralds use this

seeming simple skill to proclaim their lord's ancestry and triumphs. By

making a successful boast, a herald can improve the morale of one unit

of troops by 5% (one point under 1st or 2nd Ed. BATTLESYSTEM miniature

rules). A boast can also impress other nobles in diplomatic missions.

When a herald successfully boasts for his liege, give the noble +10% on

reaction rolls. One cannot use boasting without a history proficiency

that applies to the noble who is the subject of the boast. A person who

studies both boasting and family history can boast effectively for

himself.



     Boating - (1 slot, general, Wisdom +1) a character with the

boating proficiency is needed to guide a boat down a rapid stream and to

reduce the danger of capsizing a canoe or kayak. It also allows a PC to

make minor repairs and improvements in these boats, such as

waterproofing them and patching holes. He also assures the maximum speed

of the boat. This proficiency is distinct from Navigation and

Seamanship, which applies to ships on oceans, seas, and large lakes.



     Boatwright - (1 slot, general, intelligence -2) the boatwright

proficiency allows a character to construct all kinds of watercraft up

to a maximum length of 60 feet. The time required to build a boat

depends on size. As a general rule, a boat requires one week of

construction time per foot of length. Two characters with the boatwright

proficiency cut this time by half; three reduce it to one third. A

maximum of one boatwright per five feet of length can work on the same

vessel. The basic boat includes hull, masts (if applicable), deck and

benches are required. Features such as sealed hold or cabin add about a

week apiece to complete. Characters without the boatwright proficiency

can aid the boatwright in construction, but two such characters equal

the time savings that one additional boatwright could provide.



     Body Language - (1 slot, Psionicist, intelligence) A PC with

this NWP is able to interpret subtle changes in behaviour of another

creature that gives away its moods and attitudes. Sitting posture, vocal

tone, gesticulations, facial movements, and expressions all contribute

to this. This skill is only effective on beings of the same race as the

user or a closely related race, e.g., a human could not 'read' a dragon,

but could 'read' a dwarf or elf. Only intelligent (int = 5+) beings can

'read' like this, and the reader must be able to see the subjects body.

On a successful secret check, the reader can determine the general mood

of the subject; happy, scared, depressed etc. A failed check determines

another mood (DM's choice). If he concentrates, the reader can also

tell if the subject is lying or not. This requires a check at an

additional -4 penalty, and the PC must announce that he is doing this,

it is not automatic. {from dragon #200}



     Botany - (1 slot, priest/wizard, intelligence -1) A PC with

this NWP is readily able to identify vegetation of all kinds and is

familiar with the properties, life cycles, and habitats. This knowledge

is limited to the terrain and climate the PC has studied (forests,

desert, mountains, plains, coastal/wetlands, etc.). One ability check is

required to identify the plant in question, and a second die roll to

determine whether the character can recall any specific information

concerning it. Elves and other forest dwellers generally have a good

grasp of botany, allowing each of them a +1 bonus to all botany ability

checks they make in their own terrain and climate. Possession of this

skill grants a +2 bonus on all agriculture and herbalism skill checks.

{from dragon #169}



     Bowyer/Fletcher - (1 slot, warrior, dexterity -1) This

character can make bows and arrows of the types listed. A weaponsmith is

required to fashion the arrowheads, but the bowyer/fletcher can perform

all other necessary functions. The construction time for a long or

short bow is one week, while composite bows requires two weeks, and 1d6

arrows can be made in one day.

     When the construction time for the weapon is completed, the

player makes a proficiency check. If the check is successful, the weapon

is of fine quality and will last for many years of normal use without

breaking. If the check fails, the weapon is still usable, but has

limited life span: An arrow breaks on the first shot; a bow breaks if

the character using it rolls an unmodified 1 on his attack roll.

     When making a bow designed for Strength bonuses, a proficiency

check is made. Failure in this case means the weapon is totally useless.

A roll of 1 means that the range of the bow is increased by 10 yards

for all range classes or is of such fine work that it is suitable for

enchantment.



     Brewing - (1 slot, general, intelligence) The character is

trained in the art of brewing beers and other strong drink. The

character can prepare brewing formulas, select quality ingredients, set

up and manage a brewery, control fermentation, and age the finished

product.

     (additional information) A normal proficiency check is not made

because normal proficiency checks only judge success or failure and not

quality. Instead the percentage dice is rolled to decide the quality of

the brew (using the table below). An initial modifier of 6 will

guarantee that a brewer will never make a terrible drink. A one time

modifier equal to Wisdom is added. Also for each slot given to this

proficiency, a modifier equal to Intelligence is added.

     Die Roll       Quality

     01-05          Terrible

     06-15          Very Poor

     16-35          Poor

     36-65          Normal

     66-85          Good

     86-95          Very Good

     96-00          Excellent

     Thus, our hero Rath (Intelligence: 15, Wisdom: 8) has three

non-weapon proficiency slots allocated to brewing because he hopes to be

a master brewer some day and retire from the life of adventuring. He

decides to whip up a batch of malt liquor beer. After completing the

brewing process, it is time to sample the quality of Rath Malt Liquor

Beer. He rolls a mere 13 on the percentile dice, which would normally

produce a poor (13+6=19) quality brew. However, due to Rath's

experience, Intelligence (3*15=45), and Wisdom (8); he gains a modifier

of 53. Therefore, the quality of Rath's beer is good (72). {from Reid

Guide To Alcohol}



     Bribery (1 slot, Charisma (special), warrior/rogue) This is the

art of avoiding trouble and gaining favours through the use of illicit

payments, either cash or goods. The size of the bribe required is

proportional to the loyalty of the bribee, and the amount of danger this

would place the bribee in should the act be discovered. A check is made

with the following modifiers: Danger Level   Loyalty        Size of

Bribe None +2       Unloyal -2     1d10 sp 0

Average -2     Average 0 1d10 gp +2

High -4        Loyal -4       1d10x10 gp +4

Very High -6   Very Loy. -6   1d10x100 gp +6 

     Note that the size of the bribe is multiplied by the bribees

level (0 level characters count as level 1), and the bribee's Wisdom

mind attack adjustment is counted as a penalty to the roll. If the roll

is successful, then the bribe is accepted, with commensurate

consequences. {from Vince Carr}



     Bureaucracy (1 slot, priest/rogue, intelligence) The use and

abuse of bureaucratic systems. In DS it allows you to avoid/reduce tax

payments, reduce the time you spend in prison, arrange meetings etc.

{from Dark Sun}

     This proficiency encompasses a working knowledge of

governmental protocol and the skills necessary to navigate bureaucratic

organisations. A character with this proficiency knows which official to

approach and the best time to approach him (a tax collector's aid may

have better access to information than the tax collector himself; a city

clerk may be less harried and more helpful at the beginning of the

month than at the end). He knows where government records are kept and

the procedures for examining them. He knows how to circumvent sluggish

or uncooperative bureaucrats. He obtains permits and other government

documents in half the normal time. No proficiency checks are needed for

any of these functions.

     A character can also use Bureaucracy to turn the system against

someone else. A successful proficiency check doubles the amount of time

to make a government decision, causes a permit to be issued under the

wrong name, or temporary misplace an important document. A paladin must

be careful with this ability, to avoid breaking the law and violating

his ethos.

     The bureaucracy proficiency covers the governmental

organisations in a particular region, usually the characters homeland.

He may spend additional slots to expand the proficiency to other

regions. Official organisations include government councils, regulatory

boards, and church hierarchies. This proficiency is only effective when

dealing with organisations of 10 or more members. {from the complete

Paladins Handbook}



     Butcher - (1 slot, general, intelligence +1) meat

sectioning/preserving {from Barbara Haddad}



     Calligraphy - (1 slot, dexterity -1, priest/wizard) The

handwriting of an individual with this proficiency is controlled and

beautiful to the point of being considered art. A PC could earn a tidy

income copying documents, books, formal letters, etc. for the wealthy

public. Skilled calligraphers are often sought by the courts of the

aristocracy and religious institutions that wish to illuminate their

holy writings. The reading/writing NWP must have been taken before this

skill can be selected. Possession of this skill grants a +1 bonus on all

artistic ability skill checks involving the painting or lettering of

signs, documents, etc. {from dragon #169}



     Camouflage - (1 slot, rogue/warrior/Psionicist, intelligence)

An individual with this skill is an expert at outdoor camouflage. Using

natural substances (grass, mud, sticks, etc.), he can attempt to blend

himself and his companions into the undergrowth. This takes about a turn

per person to carry out and is effective only as long as the characters

are still and silent. It can be useful for hiding from attackers or as

an ambush weapon, granting up to a +4 bonus to surprise others.

Buildings can also be camouflaged, taking about 2 hours to hide a small

cottage, although they require maintenance about every week to repair

and replace the disguise. On a successful check, the PC has become

effectively invisible to all those more than 30' away, so long as he

remains still. Individuals passing closer than 30' are likely to spot

something amiss (half perception check), unless the check was passed

easily (5 or more below the number required, in which case, they get a

1/2 perception chance to spot only when within 10').

     Note that camouflage only works for normal visual sightings,

creatures with excellent senses of smell, or with infravision, are not

affected. Camouflage is only successful in areas with moderate to heavy

vegetation; the DM should use common sense. {from dragon #200}

     Camouflage Modifiers

     Modifier To Size    Success Chance

     Tiny/Small          +2

     Medium              0

     Large               -1

     Huge           -4

     Gargantuan          -10



     Carpentry - (1 slot, general, strength) The carpentry

proficiency enables the character to do woodworking jobs: building

houses, cabinetry, joinery, etc. Tools and materials must be available.

The character can build basic items from experience, without the need

for plans. Unusual and more complicated items require plans prepared by

an engineer. Truly unusual or highly complex items require a proficiency

check.



     Carpentry (Spelljamming) - (1 slot, general, strength) The

character is familiar with the techniques for building wooden

spelljamming ships, and can oversee normal carpenters working on

spelljamming vessels. The tools, machinery, and materials necessary must

be available. Unusual and complicated jobs may require a shipwright to

oversee the work. Jury rigging to restore hull points, masts, or

spelljamming rigging requires a successful proficiency check. If this

check fails, the character either fails to repair the damage or the

repair must save as thin wood vs. crushing blow each time it is

stressed, at the DM's option.



     Candler - (1 slot, general, intelligence) ability to make

tallow & wax candles. This skill also allows a PC to completely

waterproof an item with wax, without damaging the item (by using wax

coated rags etc.). This increases the weight of the item by 1/10th.

Items such as backpacks, spellbooks, scroll cases, bows, etc., can all

be done in this way with specially treated rags, which must be carried

by the PC. The time to apply the wax cover takes 1-12 rounds, depending

on the item. A heat source must also be available to do this effectively

(e.g., fire, torch, etc.) {from Barbara Haddad}



     Caravaner - (1 slot, general, Wisdom) ability to manage

caravans -- to estimate food/water needed for a caravan of 'x' size for

'x' days {from Barbara Haddad}



     Cartography - (1 slot, Wisdom, general) A PC with this NWP is

skilled in making maps, making him essential to any group of adventurers

exploring unknown territory. A cartographer is a keen eyed artist with

awell developed sense of distance and depth, whose perception of the

physical world is so exacting that with amazing accuracy he can copy

onto a sheet of paper whatever he looks upon. He can also copy other

maps professionally, and this makes him a valuable addition to the

retinue of the aristocracy and other land holders.

     In mapmaking, time is important when considering the detail and

accuracy of the resulting product. Outdoors, this is best left to the

DM to decide in accordance to the type of terrain and the detail the

players desire. Underground in a dungeon setting, however, accuracy and

detail are much more important; often the survival of an entire

adventuring party will depend on a single map. Once again, the DM must

decide how long it takes to map any particular area, but this should

take a minimum of one round plus the time it will take the cartographer

to pace out the area. Another round or two should be added for increased

detail or specific notes. A cartographer need only make an ability

check on three occasions; when he maps a VERY unusual area, when he

attempts to copy another map, and when he attempts to read a map that he

has not manufactured himself. If he fails in the first, it is assumed

that he has made a blunder that has rendered the map useless; if a

failure is indicated in the second, he cannot read the map because

symbols have been used that he is not familiar with, or the map lacks a

legend or a key. In a fantasy setting, map symbols are unlikely to be

universally known.

     A small travel kit consisting of a waterproof leather case

(with stiff sides so that it may be used as a drawing surface), 2

bottles of ink, a half dozen quills and a like number of parchment

sheets will cost the cartographer about 25gp. Additional coloured inks

and drawing instruments should be available in most cities. It is not

necessary for the reading/writing NWP to have been taken prior to

selecting this skill. However if the mapmaker cannot read or write the

languages he knows, his maps, while accurate, will have keys understood

by himself only. This skill grants a +2 bonus on all navigation and

orientation skill checks. {from dragon #169}



     Cartwright - (1 slot, general, intelligence) A character with

this proficiency is skilled in the construction of carts of all types.

Chariots, wagons, and other transport vehicles of that nature may also

be created. The metal parts must be fashioned by a blacksmith, but the

remaining parts can be put together by the cartwright. Typical

construction time of a single-horse drawn cart is two days, if all the

parts are available. Chariots take about three days to construct, if

made of wood, while large covered wagons take up to a week to build



     Catching - (general, 1 slot, dexterity) A character with

catching can catch any object that weighs less than 1/3 of the

characters strength that is thrown to him from a character who has

throwing. This includes catching an egg without damaging it. A catcher

can catch any object of the allowed weight that has fallen no more than

100ft straight down. {from Rob Bertora}



     Chanting - (1 slot, Wisdom +3, general) Chanting is used to

keep fellow workers or soldiers in pace. NWP checks mean that those who

can hear the chanting character become slightly hypnotised by the

rhythmic sound, causing time spent on arduous tasks to pass quickly. The

DM, at his discretion, can adjust results for forced marches, rowing,

digging, and other similar tasks accordingly. {from complete book of

humanoids}



     Charioteering - (1 slot, warrior, dexterity +2) A character

with proficiency in this skill is able to safely guide a chariot, over

any terrain that can normally be negotiated, at a rate one-third faster

than the normal movement rate for a chariot driven by a character

without this proficiency.

     Note that this proficiency does not impart the ability to move

achariot over terrain that it cannot traverse.



     Cheese Making - (1 slot, general, intelligence) This

proficiency allow the character who has it to expertly create cheese

from the curds of soured milk. A proficiency is required only when

attempting to prepare a truly magnificent wheel of cheese as a special

gift or for a special celebration. {from PHBR10, humanoids handbook}



     Chemistry - (cost = 2, wizard, Intelligence -2) Can attempt to

brew poisons and acids. Can only make weak acid at no penalty to the NWP

roll, and may make medium acid at a NWP penalty of -4 (see alchemy),

can make all poisons as alchemist (with an extra penalty of -2 to NWP

roll) except for the following types:- types E, F, J, K, L, M, N, O, P.

If gunpowder is used, it requires this proficiency to make. Requires the

use of a chemist's lab equal to half the price of an alchemist's lab.



     City Lore 1 - (Slots 1, General, Intelligence +1) This general

knowledge skill grants the character general knowledge and memory of the

City of the players choice (and surrounding towns and villages).

Without rolling, characters know the names of streets and general

landmarks, and a roll allows characters to reference this DM for

information like the name of a certain inn or its proprietor or where to

get translations done. (This skill does not require City Lore 2, 3, or

4as a pre-requisite). {from FR: city of Splendours boxed set}



     City Lore 2 - (Slots 2, General, Intelligence -1) This

specialised skill is not for the general populace of a city; officers of

the watch and the guard are typical users of this skill (PCs can learn

the skill without these affiliations after three months of dedicated

study of the city). It allows characters a basic working knowledge of

the city's history, its defences, and its sewer systems (to be provided

by the DM on a need to know basis). This also gives basic knowledge and

history about a cities less well know and 'seedy' facts. (This also

includes surrounding towns and villages under the protection of the main

city). (This skill does not require City Lore 1, 3, or 4 as a

pre-requisite). {from FR: city of Splendours boxed set}



     City Lore 3 - (Slots: 2, General, Charisma -1) Primarily a

rumourmonger's talent, this skill allows characters to remember rumours

and tavern talk or to get it from other characters. It is best used as

an information gatherer and role-playing trigger and as a DM's mnemonic

when players forget clues. (This skill does not require City Lore 1, 2,

or 4 as a pre-requisite). {from FR: city of Splendours boxed set}



     City Lore 4 - (Slots 2, General, Intelligence -2) Other secrets

of the chosen city are entailed here. This skill represents knowledge

and secrets that only the Lords, rulers or king of a city would know.

This is not available to PCs or NPCs unless they become Lords/Rulers or

are direct agents of said Lords/Rulers. (This skill does not require

City Lore 1, 2, or 3 as a pre-requisite). {from FR: city of Splendours

boxed set}



     Climbing - (1 slot, rogue, strength -4) A character with this

proficiency is able to negotiate walls and other surfaces in the same

manner as a rogue. Tools are not necessary for this type of climbing,

and even smooth or very smooth surfaces may be climbed. This proficiency

adds +10% to the character's base climbing skill of 40% for every

additional slot spent on it after the first. A proficiency check must be

made if the character would fall. Success indicates that the character

managed to stop his descent, while failure means the character has

fallen, taking damage appropriately.



     Close Quarter Fighting - (2 slots, warrior, dexterity) PC's

with this proficiency have learned to fight in the cramped confines of

small rooms, caves and dungeons in underground lairs etc. In such

locations, characters armed with bludgeoning or piercing weapons receive

a +2 bonus on their 'to hit' roles. Slashing weapons cannot be used in

close quarter fighting. This bonus is not cumulative with wild fighting.

A successful proficiency check at the start of combat yields this

bonus. A failed roll indicates the PC fights normally. This proficiency

is very useful for unarmed combat.



     Cobbling - (1 slot, general, dexterity) The character can

fashion and repair shoes, boots, and sandals. Tools are necessary when

making shoes, but everyday items may be used to repair a pair of shoes,

with a proficiency check.



     Comedy - (1 slot, general, Charisma) A character with this

proficiency is an entertainer who tells jokes, riddles and funny stories

and/or performs various other comic acts. The character can make

anything funny, but DMs may require a proficiency check to see if the

audience responds well to the comedy or not.

     When performing, the comedian can raise morale by 2 on a

successful proficiency check. A failed check lowers morale by 2. For

each failed check, a cumulative -1 modifier is assigned for this comedy

set. For each success check, a cumulative +1 modifier is assigned for

this comedy set.

     DMs may allow modifiers to the comedian's proficiency check.

For comedians who prepare well for a comedy routine (i.e. the player

prepares for a good role-playing session), the proficiency check is

modified by +1. Failure to prepare gives a modifier of -1. Intelligence

plays an important part in comedy. Knowing what the audience wants and

how to deliver it is important. On a successful Intelligence check, a +1

modifier is applicable.

     On a roll of 20 the crowd tries to kill the comedian, or at

least throws him/her out. The comedy was that bad! On a roll of 1 the

comedy was so good that people are falling out of their chairs and

rolling on the floor. The comedian might have to stop until people

regain the composure. The comedian will also gain a bonus modifier of

+1d4 when performing for this audience again.

     The audience must make a morale check after each joke or after

the entire performance (DM's decision). Usually, a tougher crowd

requires more morale checks. If the audience succeeds in a morale check,

then the audience will tolerate the comedian, for now. If the audience

fails a morale check, then the audience acts unfavourably, if not

hostile, towards the comedian. Note that alcohol effects the morale of

the audience. If the audience, in general, is slightly intoxicated the

morale is modified by +1. If the audience is moderately intoxicated the

morale is modified by +2. If the audience is greatly intoxicated the

morale is modified by +3. {from Reid Guide To Alcohol}



     Commerce 1 - (Slots: 1, General, Wisdom -1) Characters with

this skill know how business works in a particular city and its

surrounding towns and villages, and can predict when certain commercial

activities will take place (i.e. when the Market is at its fullest, when

and where some smaller street markets open, etc.). While the skill

doesn't allow for any special contacts, the character knows:

     * the guilds and their duties (and guild contacts);

     * the location of major shops and their wares; and

     * where to find particular nonmagical goods for sale. 

{from FR: city of Splendours boxed set}



     Commerce 2 - (Slots: 2, General, Wisdom -2) This skill is a

character's limited knowledge of smuggling, black market goods, and the

illegal trade of stolen goods. This skill gives the character one lesser

contact dealing in a particular type of illegal goods or a contact with

one of the known fences of a particular city, its surrounding towns and

villages. This does not give the PC free reign with the criminal

element, nor does it expose every secret of the character's contact.

This sets the stage for role-playing between character and criminal

contact. {from FR: city of Splendours boxed set}



     Concealment - (1 slot, rogue, dexterity -4) With this

proficiency, the character can try to disappear into shadows or any

other type of concealment--bushes, curtains, crannies, etc. The

character can hide this way only when no one is looking at him; he

remains hidden only as long as he remains virtually motionless. The

success roll is made secretly by the DM, as the character always thinks

he is hidden. Concealment in shadows cannot be done in total darkness,

since the talent lies in fooling the eye as much as in finding real

concealment. However, hidden characters are equally concealed to those

with or without infravision. Spells, magical items, and special

abilities that reveal invisible objects can reveal the location of a

concealed character.



     Cooking - (1 slot, general, intelligence) Although all

characters have rudimentary cooking skills, the character with this

proficiency is an accomplished cook. A proficiency check is required

only when attempting to prepare a truly magnificent meal worthy of a

master chef. A PC with this skill can also detect poison in food the

same way that a person with the barkeeping NWP can detect poison in

drinks.



     Craft Instrument (2 slots, dexterity, general) Those who take

this proficiency must specify whether they are skilled at crafting wind,

stringed, percussion, or keyboard instruments. It takes an additional

proficiency slot to gain one of the other skills. Three additional slots

allow the character to take the title "master craftsman" as he is able

to craft instruments of all forms.

     A craftsman must buy materials equal to a quarter of the

instrument's sale value. It then takes 1d6 days to craft a wind or

percussion instrument, 2d8 days to form a stringed instrument, and 3d10

days to create a keyboard instrument. These times assume that the

craftsman is spending 10 hours a day working on the instrument. If

craftsman tools are not available, all times are doubled.

     The quality of an instrument is determined by a final

proficiency check. Failure results in an instrument or poor quality,

while success indicates good quality. A natural 96% or above indicates

that the instrument is non-functional, while a natural 5% or below

results in a masterpiece worth twice the normal value.

     Simple repairs take only 1d4 hours and require no proficiency

check unless the proper tools are not available. However, repairing

severe damage requires 1d8 hours and a check is mandatory for success.

{from Vince Carr}



     Crowd Working - (1 slot, general, Charisma +2) Characters with

this proficiency are familiar with how to handle crowds. They are

skilled at observing crowds and adjusting their behaviour accordingly.

This skill also can be used to adjust the encounter reaction of a crowd.

A successful proficiency check will alter the crowds reaction by two

levels (or convince them to donate more money to entertainers, beggars

etc., as they normally would, usually twice as much).



     Cryptography - (1 slot, general, intelligence (special))

Possession of this proficiency allows the character to create and break

codes and ciphers. Reading/writing is required in order to learn this

skill. Multiple picks of this proficiency are often very helpful.

     Codes and ciphers fall into four levels of difficulty

(equivalent to the number of slots of "cryptography" taken by the person

that does the encryption). Their specific requirements are as follows:

Difficulty     Base Breaking Time  Check Mod.

0         10 minutes          +1

1         1 day               0

2         1 week              -1

3         1 month             -2

     The person encrypting the text can use a difficulty level no

higher than the level of cryptography skill s/he possesses. The base

breaking time is the unit of time that a person must spend to have any

chance of "breaking" the code. Each day of codebreaking must be 8 hours

of uninterrupted thought or the period must be begun anew. The check

modifier is an additional bonus/penalty applied to breaking a code that

is dependent on its difficulty only.

     The DM may choose to add more modifiers because of the length

of the text or successive failures. Codes/ciphers can only be broken by

aperson familiar with the language that the normal text is in.

     If encrypted documents are to be used for general

communications, both the encryptor and decryptor must know the key. The

impracticality of changing keys frequently is the only thing that tends

to keep codes in use for long enough that breaking them becomes

worthwhile.

     In order to change codes, the encryptor must merely decide to.

It is a very quick job to create a code (of the type usable without

supercomputers), generally taking 4 hours per skill level. Codes should

be referenced (code A, code B, etc.) so that the DM can remember which

ones are in use. {from Net Wizard Handbook}



     Dairyman - (1 slot, general, intelligence) cattle handling &

ability to make dairy products: cream, cheeses, butter, curds, whey

{from Barbara Haddad}



     Dancing - (1 slot, general, dexterity) The character knows many

styles and varieties of dance, from folk dances to formal court balls.



     Danger Sense - (2 slots, general, Wisdom -2) This proficiency

provides a character with a sixth sense which warns of all types of

impending danger. On a successful proficiency check, the character would

get a message such as, "You get very bad vibes about walking down that

corridor" (wherein the corridor there may be a pit trap a couple of feet

ahead of the PC, or a group of invisible monsters waiting to ambush the

character). On another check the warning may be "As you reach down

toward the glowing sword, your hand stops involuntarily, as you are

overwhelmed with the tingling sensation of foreboding doom".



     Debate (1 slot, General, Intelligence) Characters with this

proficiency can hold their own during heated discussions, remaining

quick-witted and cool-tempered. They do not gain the ability to convince

guards or holy warriors of their viewpoints, however. Nor can they sway

the thinking of unruly hordes or sceptical masses.

     This proficiency does allow them to engage in meaningful

arguments, impressing others with their mental faculties. As a result,

debaters gain a +2 bonus to encounter reactions. When they're attempting

to smooth ruffled feathers, the bonus is subtracted from the result on

the dice. When they're attempting to enrage another character with cheek

and guile, the bonus is added to the dice roll.

     An individual with the debate proficiency is quite engaging. As

a result, a character verbally battling one-on-one with such a debater

is less watchful of his or her surroundings. Pickpocket attempts against

that character are at +5 percent, the character's initiative is at +3,

and the character's ability or proficiency checks are at -3. (The

debater does not suffer these penalties unless doing battle with another

debater.) Debaters cannot automatically preoccupy others, however. An

individual must be willing to talk in the first place before a debater

can use this proficiency. Further, the proficiency does not work unless

the targeted individual is at least cautious toward the debater (if they

saw eye to eye, there'd be nothing to debate). Assuming these

conditions are met, the debate begins. It continues until the target

makes a d20 roll HIGHER then his or her intelligence score. (The smarter

the individual, the livelier the debate, and the harder it is to end

it.) Debate also ends if a sudden action or activity interrupts it --

i.e.: a failed pickpocket attempt, a sudden attack, scream, etc.) As

soon as debate ends, so do the penalties noted. Two individuals with

debate proficiency can seek to best each other in verbal sparring. In

this case, both make proficiency checks each round until one fails. Both

characters are preoccupied; they both suffer the penalties as noted

above. {from Aaron Ranta}



     Diagnostics - (1 slot, priest, Wisdom -1) Both the healing and

diagnostics proficiencies aid victims of trauma and disease. But while

the healing proficiency can be used to restore lost hit points,

diagnostics is mainly concerned with determining the cause of the damage

and the prognosis; diagnostics alone will NOT heal the damage.

     With a successful NWP check, a PC becomes aware of all the

following information applicable to a particular patient:-

     * If the patient has suffered physical damage the character can

determine the extent of the damage, though he may not be able to

ascertain the exact cause (if a victim was attacked by a tiger, the PC

would know that the victim was clawed by a large animal, but not

necessarily the species). The PC can recommend treatments and offer

prognoses, as with victims of diseases.

     * If the patient has been poisoned, the PC knows the antidote

(if one exists) and how to prepare it, Note that even if the PC knows

how to prepare the antidote, he may not have access to the necessary

ingredients.

     * The PC knows the name of the disease, its cause, and how long

the patient has had it, and the optimum treatment. If the patient is

treated as specified, he suffers the mildest form of the disease and its

shortest duration. If the patient declines treatment, or the treatment

doesn't work, the character can determine the patients prognosis with

reasonable accuracy ('The patient will recover by the end of the month',

or 'the patient will become permanently blind if not treated by the end

of the year'). The PC may diagnose both magical and natural diseases.

     * When examining a corpse the PC can determine how the victim

died and approximately how long its been dead. If the victim died of

unnatural causes, the character will only be able to determine the

general circumstances of the death. For example, if an evil wizard

incinerated the victim with a fireball, a successful NWP check might

reveal that the victim burned to death very rapidly as a result of some

type of magic, but not that it was affected by a fireball.

     A PC with this proficiency may diagnose himself or any other

character, or animals, except for supernatural creatures (such as

undead, etc.) or creatures from another plane of existence (like an

aerial servant). He may attempt to diagnose an individual or creature

only once.

     If a character also has the Healing proficiency, he may modify

all diagnostic checks by +1.



     Differencing - (1 slot, general, Intelligence +2) Since there

may be thousands of shields in use in a campaign world, distinguishing

between them requires great skill. To understand differencing, a

character needs the blazon proficiency; records of arms are kept in this

written code, and characters need access to the college of herald's

library to use this proficiency properly. Without a library, penalise

differencing checks by an additional modifier of +3. A successful

differencing check lets a character identify a given achievement and its

bearer. Once a differencing check has succeeded on an insignia, the

herald can always recognise that particular insignia.



     Diplomacy - (1 slot, Charisma, general) An individual who knows

the art of diplomacy has a unique way with people that draws them to

his person almost irresistibly. He has a flair for words, an extensive

vocabulary, and is articulate and practised in the arts of subtle and

overt coercion. Any character with this ability who makes a successful

check against his Charisma score, and has at least one round of

uninterrupted conversation with any creature that can understand him,

adds +5 to his reaction adjustment. For every additional round the

character manages to speak, an additional +1 is added, to a maximum of

+15 (including the original +5).

     Furthermore, the loyalty vase of any associates of the

individual is adjusted by a +2 bonus for every slot devoted to this NWP.

{from dragon #169}



     Direction Sense - (1 slot, general, Wisdom +1) A character with

this proficiency has an innate sense of direction. This direction sense

applies to different types of terrain. The specific type is chosen when

the proficiency is taken.

     In the wilderness, the character can try to determine the

direction the party is headed. If the check fails, the character errs by

90 degrees. If the roll is 20, the direction chosen is exactly opposite

the true heading. (The DM rolls the check). Furthermore, when

travelling in the wilderness, a character with direction sense has the

chance of becoming lost reduced by 1/2.

     Underground, a character with this proficiency can determine

direction and the shortest route to the surface. By careful analysis of

air currents and contents, a character can even determine whether there

are any pockets of poisonous gas in the air with a successful

proficiency check. A failed check indicates failure to identify the

correct direction. A roll of 20 results in an error in direction. (The

DM rolls the check).

     In the water, a character with this proficiency is able to

determine the direction of travel underwater. A failed proficiency check

means the character errs by 90 degrees. A roll of 20 indicates the

direction chosen is exactly opposite the true reading. (The DM rolls

this check). While on the water, the character is able to tell the

direction of the party, even in unfathomable weather conditions, with a

successful proficiency check, rolled by the DM. A character with this

proficiency adds +1 to navigation skill rolls.

     Dwarves with this skill, receive a +2 modifier when using this

skill underground, and a -2 penalty when using this skill outdoors.



     Disguise - (1 slot, rogue, Charisma -1) The character with this

skill is trained in the art of disguise. He can make himself or another

individual look like any general type of person of about the same

height, age, weight, and race. A successful proficiency check indicates

that the disguise is successful, while a failed roll means the attempt

was too obvious in some way.

     The character can also disguise himself or another person as a

member of another race or sex. In this case, a -7 penalty is applied to

the proficiency check. The character may also attempt to disguise

himself as a specific person, with a -10 penalty to the proficiency

check. These modifiers are cumulative, thus it is extremely difficult

for a character to disguise himself as a specific person of another race

or sex.



     Disguise Drunkenness/Hangover - (1 slot, general, intelligence

-4) A person with this proficiency has the uncanny knack for concealing

his/her unattractive alcoholic problems of drunkenness and hangovers.

     The character must make a proficiency check after moving into

anew state of intoxication. A successful proficiency check indicates

that the character seems to be at the previous state of intoxication.

The character still suffers the penalties for the new state of

intoxication, but it will appear at face value that he/she is at the

previous state.

     For example, Rath (who is proficient in this), just went into a

state of slight intoxication. His stats are adjusted accordingly. He

makes his proficiency check. So it seems at face value that Rath is not

intoxicated, although he is slightly intoxication. Of course, if he

would need to use an ability like intelligence (intelligence attribute

check), then his -1 intelligence penalty will manifest itself.

     If a character has a hangover and makes a successful

proficiency check, he/she can suppress 1 or 2 (DM's option) of the

hangover effects.

     For example, Rath has a hangover. He rolls a 13 on the hangover

effects table. The effects are blinding headache, the squats, and

trembling. He suppresses "the squats" effect, but still suffers from a

blinding headache and trembling. If he only suffered from one effect

like vomiting, then he wouldn't have any hangover problems. NOTE: All

checks are made at the current intelligence (i.e. with modifiers from

being intoxicated).

     Another benefit of this proficiency is the ability to hide the

fact that the character has an alcohol addiction problem. An

intelligence check is made when a character is not drunk or hungover. If

successful, the character disguises his/her alcohol addiction from

people. The character is so nonchalant that people don't realise that

he/she has a problem. {from Reid Guide To Alcohol}



     Display Weapon Prowess (1 slot, Warrior, Dexterity) Characters

who have this proficiency can put on an impressive display of weapon

prowess without fighting at all -- swords whooshing in a blur, daggers

flashing, arrows splitting melons in two. An individual must use a

weapon with which he or she is already proficient, but specialisation

has no further effect. The 'show' takes at least a round. Those who are

impressed are forced to make a morale check. (results outlined below)

Not everyone is swayed by weapon prowess. Characters must pay attention

before this proficiency has an impact. i.e.: it might be useful staring

down a guard at the city gate, but would do nothing against a screaming

mob or a charging band of desert riders. Further, characters who have

this proficiency must be of equal or higher level (or HD) then their

audience to impress them.

     Moral check results: characters who make successful morale

checks can see that an individual with this proficiency handles a blade

well; otherwise they're unaffected. Characters who fail their morale

checks react in a manner suited to the circumstances at hand. If the

situation isn't desperate, and violence isn't inevitable, characters who

fail their checks are likely to try talking to the individual with

weapons prowess; else they'll simply back away. They won't surrender

outright, but they'll realise that the individual is not the sort to

trifle with. Sometimes walking away and talking things over are not

viable options. i.e.: the guards at the sultan's treasury (after failing

their checks) will stay at their posts and remain willing to fight. If

forced into combat, however, they'll suffer a -1 attack penalty.

     PC's are not affected by morale checks, though if the attempt

is made, the DM should provide a frank evaluation of the display based

on level of success. {from Aaron Ranta}



     Distance Sense - (1 slot, Wisdom, general) This NWP allows a

character to estimate the total distance he's travelled in any given

day, part of a day, or a number of consecutive days equal to his level.

For instance, a 7th level character can estimate the distance he's

travelled in the previous week. The estimate will be 90% accurate. {from

PHBR11, complete rangers handbook}



     Diving (1 slot, dexterity, general) A character with this

proficiency is an accomplished diver. The character may attempt a normal

dive from a height equal to 20' plus an additional 10' per level of

experience. This use requires no proficiency check. If the character

wishes to dive from a higher distance, perform a truly awe-inspiring

dive, or wishes to improvise on the dive, modifiers to the chance of

success are applied. For every added level of complexity (a somersault,

twist, pike, etc.), the character must subtract 5% from his chance of

success. In addition for every additional 5' in height, an additional -1

penalty is applied to the chance of success. These modifiers are

cumulative, and the DM may add other penalties or bonuses based on the

circumstances. A 'safe' depth of water equal to the diver's height plus

an additional 1' of water per 10' of height (or fraction thereof) dove

is needed to avoid injury.

     A character can perform one fast manoeuvre (somersault, for

example) for every 10 feet of travel, or one slow manoeuvre (holding a

pike, for example) for every 20 feet of travel. Use of a springboard

adds an additional 5' height to the initial jump, giving a total

distance increase of 10'. Adding proficiency slots has the effect of

increasing the maximum height by 10'. A diver may dive outwards five

feet plus an additional one-third the distance that he travels downward.

{from Vince Carr}



     Draftsmanship - (1 slot, Dexterity, general) This skill is used

to physically draw the coat of arms. It is most useful when combined

with a blazoning proficiency, since the character can then create a

perfect achievement from written records. Without blazoning, the

draftsman must work from a perfect copy of the achievement and is

penalised by a +2 modifier on the die roll. Draftsmanship requires a set

of paints and brushes, as well as the shield or other materials to be

emblazoned. If the colour "or" (gold) is to be used, a jeweller must be

employed to apply gold leaf.

     Heraldic Colouring

     Tinctures - azure, blue, gules, red, purpure, purple, sable,

     sanguine, mulberry, tenne, chestnut, vert, green

     Metals - Argent, silver, ore, gold 

     Furs - Ermine, white, Vair, light blue



     Drinking/Boozing - (1 slot, general, special) A person with

this proficiency has a great love of alcohol. He/she has the skill to

consume more alcohol then most people without suffering the ill effects

as bad.

     Also, the character can tell the quality of any alcoholic drink

by taste. This knowledge goes deeper than just general quality

knowledge. He/she can know interesting facts about alcohol drinks if a

successful intelligence check is made. For example, he/she may know the

year it was made, what race created it, its value, specific ingredients,

etc..

     When consuming a serving of alcohol, the character now gets a

bonus for his/her constitution checks. Thus, the penalties for

constitution checks are as followed:

     Beer +5   A 20 on the constitution check

     Ale  +4   always fails.

     Wine +3

     Mead +2

     Liquor    +1

     When the character is in a state of great intoxication, he/she

doesn't receive a penalty when he/she saves vs. poison. With each saving

throw a character has a cumulative 2% instead of 5% of permanently

lowering his/her constitution by 1 point.

     Unfortunately, this proficiency has an evil side to it. The

character's alcohol addiction can never be at 0 for amount and drinking

levels. Furthermore, the character suffers a -1 penalty to poison saves

for alcohol addiction checks. {from Reid Guide To Alcohol}



     Drinking Skills/Tricks (1 slot, general, dexterity) This

proficiency bestows many benefits to the character although they tend to

have any enlightened value.

     "The Chug", "The Gulp", "The Neck" are all names for the

ability to consume a single serving of alcoholic beverage in a seconds.

Aproficiency check (cumulative -1 penalty per serving) is required when

competing against another person. If both make the check, the person

with the highest score loses. If both fail the check, neither wins

because they either choke, spit up the booze, etc.. Of course, if one

fails the check and the other makes the check, then the winner is the

successful one.

     "Fire Breather" is the ability to spit alcohol, through a

flame, and hit a target. The spitter must have a flame source of at

least candle power and the target must be within 9 feet. The spitter

must make a successful proficiency check with a penalty based on range

between him and the target. Success indicates a hit and the target

suffers burn damage based on range. Failure indicates a miss unless a 20

is rolled. A 20 indicates that the flame back tracks into the

characters mouth and cause 1d6 points of burn damage.

     Range     Damage (*)     Check Mod.

     0' to 3'  2d6       -2

     3' to 6'  1d6       -3

     6' to 9'  1d4       -4

     (*) save vs. Breath Weapon for half damage. Dexterity bonus

apply.

     "The Big Belch" is the incredible and slightly disgusting

ability to produce long-lasting burps while drinking alcohol. A

character can burp continuously for 1d10+10 rounds after having only one

serving of any alcoholic beverage. If the character makes a successful

proficiency check, he/she gains an additional 1d10+10 rounds to the

burp.

     "The Mouth Catcher" is the ability to throw a small object into

the air and catch it in his/her mouth. Typical small objects are a

nuts, popcorn, pretzels, etc.. The character can throw the object up to

5feet into the air and catch it without requiring a check. A proficiency

check is required if the character tries for over 5 feet. The check

requires a modifier of -1 for every additional foot the character wants.

A failed check indicates that the small object misses the character's

mouth. Roll on the following table to see where the object lands: Roll

Effect 1: Lands in character's nose.

2:   Pokes character in left eye. Can't see through eye for 1d6

turns. 3: Pokes character in right eye. Can't see through eye for

1d6 turns. 4:  Bounces off head and hits nearest person.

5:   Bounces off head and lands in character's drink.

6:   Bounces off head and lands in nearest drink other than

character's drink.

     DMs should modify effects that would not apply to a given

situation.

     "Bottle Cap Flick" is the ability to take a bottle cap and

flick it at a target. A proficiency check is required if the character

aims for a target over 5 feet away. The check requires a modifier of -1

for every additional foot the target is away. A successful check

indicates that the bottle cap hits the intended target. A failed check

indicates that the bottle cap misses the target a number of feet equal

to the number of points the check was missed. Thus, if the check was

missed by 4 points, then the bottle cap lands four feet from it's

target. The direction the bottle cap is randomly determined by the DM.

{from Reid Guide To Alcohol}



     Drover/Shepherd - (1 slot, general, intelligence +1) care of

herd animals {from Barbara Haddad}



     Dweomercraft - (3 slots, wizard, intelligence -3) This rare

nonweapon proficiency is generally only available in a world with a high

degree of magical knowledge. It represents much in-depth study of

Metamagic -- the forces which underlie magic itself. Hence, it usually

must be learned from a university or academy. On a successful

proficiency check during spell research, the wizard can reduce the time

required to complete the spell by 25%. The expenses that would have

arisen during this extra time are, naturally, not accrued. {from Net

Wizard Handbook}



     Dyer - (1 slot, general, intelligence -1) the making of

vegetable & mineral dyes & use of same {from Barbara Haddad}



     Eavesdropping - (1 slot, general, Intelligence +1) This skill

is similar to the thief's hear-noise ability, except not as powerful, it

allows a character to 'home in' to a particular conversation being

spoken, and remember what is being said, while appearing to be doing

something else, such as hiding, sitting at a bar drinking, etc. This

also gives a normal character a base chance of 10% to detect noise as a

thief, with no bonuses for race, but with all the same penalties that a

rogue would receive. Each time this NWP is chosen, the hear noise

percentage increases by 5% {from dragon #153}



     Endurance - (2 slots, warrior, constitution) A character with

endurance proficiency is able to perform continual strenuous physical

activity for twice as long as a normal character before becoming subject

to the effects of fatigue and exhaustion. In those cases where extreme

endurance is required, a successful proficiency check must be made. Note

that this proficiency does not enable a character to extend the length

of time that he can remain unaffected by a lack of food or water.

Dwarves, being a hardy and resilient race, automatically receive the

endurance proficiency at no cost at the start of their career.



     Engineering - (2 slots, priest/wizard, intelligence -3) The

character is trained as a builder of both great and small things.

Engineers can prepare plans for everything from simple machines to large

buildings. A proficiency check is required only when designing

something particularly complicated or unusual. An engineer must still

find talented workmen to carry out his plan, but he is trained to

supervise and manage their work.

     An engineer is also familiar with the principles of siegecraft

and can detect flaws in the defences of a castle or similar

construction. he knows how to construct and use siege weapons and

machines, such as catapults, rams, and screws.



     Escapology - (1 slot, dexterity (special), rogue) This is the

ability to escape shackles, ropes and even straight-jackets by body

contortions and limb manipulation. Tight ropes impose a -1 penalty,

locked metal cuffs impose a -3 penalty and straight-jackets impose a -5

penalty. For multiple bonds, these values are cumulative. Note that

having the rope use skill, and making a successful check, increases the

escapology skill roll for rope bonds by +2. {from Vince Carr}



     Etiquette - (1 slot, general, Charisma) This proficiency gives

the character a basic understanding of the proper forms of behaviour and

address required in many different situations, especially those

involving nobility and persons of rank. For extremely unusual

occurrences, a proficiency check must be made for the character to know

the proper etiquette for the situation.

     However, having the character know what is correct and actually

do what is correct are two different matters. The encounter must still

be role-played by the character. Knowledge of etiquette does not faux

pas; many people who know the correct thing manage to do the exact

opposite.



     Evasion - (1 slot, rogue, Dexterity -2) This proficiency allows

the thief to lose someone who is following him/her or keep a particular

person from finding them in a public place. {from Willie Baer}



     Falconry - (1 slot, Wisdom -1, general) A PC with this

proficiency is an expert in training and handling falcons (as well as

hawks at a -1 NWP check. Owls can also be trained, but at a -2 NWP

check), enabling him to teach them tricks and tasks. A PC can teach a

falcon 2-8 tricks or tasks in any combination. It takes 2-12 weeks to

teach a trick, and 9-12 (d4+8) weeks to teach a task (these times are

halved if the teaching NWP is known with a successful teaching NWP

check). At the end of the training period, the PC makes a NWP check. If

the check succeeds, the falcon has learned the trick or task. If the

check fails, the falcon is incapable of learning that trick or task. If

not using falconry training equipment (cost 10gp, weight = 1lb.), the

success roll for training is made at -2.

     Tasks:-

     Hunting - the falcon is trained to hunt its natural prey; small

mammals and game birds; and to return with them to the falconer. Nearly

all trained falcons receive this training 1st.

     Ferocity - the falcon receives a +1 bonus to all attack and

damage rolls, and a +2 morale bonus.

     Guard - the falcon shrieks at the approach of strangers. If

approached closer than 20-30', the falcon will attack unless ordered not

to. The bird can recognise designated friends.

     Homing - the falcon recognises one place as its roost and

returns there upon command.

     Loyalty - the falcon is exceptionally loyal to an individual

selected by its trainer. It has a +4 saving throw bonus against charm,

control, empathy, or friendship attempts by others. Further, it comes

when its master summons it, guards its master from attack and may

perform unusual acts of loyalty as decided by the DM.

     Species Enemy - the falcon is trained to recognise an entire

species as a natural enemy. Its basic reaction is to be hostile, it will

reject empathy, and have a +4 saving throw bonus against the enemy's

charm or control attempts. It will attack the species enemy in

preference to others.

     Track - the falcon can track a designated creature and return.

It can retrace its path to lead the falconer to the creature.

     Sample Tricks:-

     Attack - the falcon will attack on command a creature

designated by the falconer until called off. The falcons base morale is

at least 11. The falcon receives a save Vs rods against a rangers animal

empathy ability.

     Capture Prey - a hunt trained falcon will return with the prey

alive and unharmed.

     Catch Object - upon command, the falcon will catch a small

object thrown into the air or a small falling object an return to the

falconer.

     Distract - the falcon is trained to feint at an opponent. The

opponent must make a save Vs paralysis or lose its next action.

     Eye Attack - the falcon is trained to strike at an opponents

eyes. A beak hit has a 25% chance of striking an eye. An opponent struck

in the eye is blinded for 1-4 rounds and has a 10% chance of losing

sight in the eye permanently.

     Hand Signals - the falcon can be commanded by hand signals as

well as by voice.

     Hide Object - the falcon takes an object from the falconer,

flies away with it, and conceals it. The falcon will retrieve the object

on command.

     Nemesis - the falcon is trained to attack a specific

individual. The falcon need never check morale when attacking this

individual.

     Pit Fighting - the falcon is trained as a fighting bird. It has

a +2 attack bonus against any fighting bird that is not so trained.

     Recall - the falcon will immediately return to the falconer

upon receiving this command. {from PHBR11, rangers handbook}



     Farming - (1 slot, Wisdom, general) A PC with this skill is

able to evaluate soil quality for plant growth, to identify the best

methods of growing plants (particularly fruits, vegetables and spices),

and to identify edible plants in the wild with a chance equal to 1/3 of

their normal NWP roll (this is the same as the foraging skill). {from

dragon #156}



     Fashion - (Slots: 1, General, Wisdom +1) The character knows

what particular modes of dress are "in fashion" at any given season

among commoners and nobility alike, and the character is always

conscious of changing patterns. However, this skill is applicable only

for places characters know; if new to a place, they need 2d20 days to

determine the fashions of their current location. {from FR: city of

Splendours boxed set}



     Fast Talking - (1 slot, rogue, Charisma (special)) This is the

art of distraction and conning NPCs. If a successful proficiency check

is made, the fast-talker weaves a successful scam. Modifiers are based

upon the intelligence and Wisdom of the NPC target, as shown below. DM's

may also offer modifiers based upon plausibility, what the character is

attempting, as well as racial preferences of the target. Modifiers are

cumulative. Targets of intelligence of 3 or less are so dim that

attempts to fast talk them fail automatically, because they cannot

follow what is being said. Targets with intelligence of 20 or more, or

Wisdom of 19 or greater are immune to fast talking.

     Targets Int.   Mod. Targets Wis.   Mod.

     4 - 5          -3   3         -5

     6 - 8          -1   4 - 5          -3

     9 - 12         0    6 - 8          -1

     13 - 15        +1   9 - 12         0

     16 - 17        +2   13 - 15        +1

     18        +3   16 - 17        +3

     19        +5   18        +5



     Fire Building - (1 slot, general, Wisdom -1) A character with

fire-building proficiency does not normally need a tinderbox to start a

fire. Given some dry wood and small pieces of tinder, he can start a

fire is 2d20 minutes. Flint and steel are not required. Wet wood, high

winds, or other adverse conditions increase the time to 3d20, and a

successful proficiency check must be rolled to start a fire.



     Fishing - (1 slot, general, Wisdom -1) The character is skilled

in the art of fishing, be it with hook and line, net, or spear. Each

hour the character spends fishing, roll a proficiency check. If the roll

is failed, no fish are caught that hour. Otherwise, a hook and line or

aspear will land fish equal to the difference between the die roll and

the character's Wisdom score. A net will catch three times this amount.

     Of course, no fish can be caught where no fish are found. On

the other hand, some areas teem with fish, such as a river or pond

during spawning season. The DM may modify the results according to the

situation.



     Field Of Study - (1 slot, wizard, Intelligence -2) This covers

everything else in a sage's field of study not already covered under

existing proficiencies. The more detailed a category, the more detailed

and expensive the information obtained. Typical major fields of study

are: art, folklore, cryptography, languages (doubles number of languages

spoken by wizard), folklore, genealogy, geography, geology,

mathematics, mathemagics, philosophy, and sociology. A failed skill role

means no information (failed by 4 or less) or misinformation (more than

4).



     Find Water (1 slot, general, intelligence) This NWP takes one

hour to use, during which time the character can only move at half the

normal rate. It can only be used once per day, and if successful it

allows the character to find enough water to sustain himself for one day

[very useful in DS].{from Dark Sun}



     Fire Control (1 slot, dexterity, general) Characters with this

proficiency can fight fires more efficiently than others. Whenever a

fire is being fought on a ship, the character who makes a successful

proficiency check is able to cut the size of the fire by two points. If

the save fails, the character lessens the fire's size by only one point.

Also, if properly prepared (i.e., spends 2 rounds wetting oneself with

water, putting clothing on all exposed body parts etc.), and on a

successful NWP check, a PC with this skill subjected to burning (magical

or non magical), can subtract 2 points from each die of damage to a

minimum of one point per die. This skill also allows a PC to put out

fires on people (including himself) if they get hit by a greek fire

etc., so they only take one rounds worth of damage, on a successful NWP

check, no other action can be taken in the round.{from Vince Carr}



     Foraging - (1 slot, intelligence -2, warrior/rogue) By using

this NWP, a PC can search a wilderness area to locate a small amount of

adesired material, such as a branch suitable for carving into a bow,

enough kindling to start a fire, a medicinal Herb, or a component

required for a spell. The PC must spend 2-8 hours searching, and the

material must theoretically be available in the area being searched. The

DM doesn't confirm if the material sought is actually available until

after the PC has searched for the designated period. If the DM decides

the material isn't in the area, no NWP check is necessary; he merely

reveals that the search was in vain.

     If the Dm decided the material is indeed available, a

successful NWP check means the PC has found what he's been looking for.

As a rule of thumb, the PC locates no more than a handful of the desired

material, though the DM may make exceptions (e.g., a field full of a

particular Herb or plant, etc.). If the check fails, the material isn't

found. The PC may however search a different area, requiring another NWP

check and another 2-8 hours. {from PHBR11, rangers handbook}



     Forgery - (1 slot, rogue, dexterity -1) This proficiency

enables the character to create duplicates of documents and handwriting

and to detect such forgeries created by others. To forge a document

where the handwriting is not specific to a person, the character needs

only to have seen a similar document before. To forge a name, an

autograph of that person is needed, and in addition, a proficiency check

with a -1 penalty must be successfully rolled. To forge a longer

document written in the hand of some particular person, a large sample

of his handwriting is needed, with a -3 penalty to the check. The DM

rolls the proficiency check in secret.

     If the check succeeds, the work will pass examination by all

except those intimately familiar with that handwriting or by those with

the forgery proficiency who examine the document carefully. If the check

is failed, the forgery is detectable to anyone familiar with this type

of document or handwriting--if he examines the document closely. If the

die roll is 20, the forgery is immediately detectable to anyone who

normally handles such documents without close examination. The forger

will not realise this until too late.

     Furthermore, those with forgery proficiency may examine a

document to learn if it is a forgery. On a successful proficiency roll,

the authenticity of any document can be ascertained. If the die roll is

failed, the answer is unknown. If a 20 is rolled, the character reaches

the incorrect conclusion.



     Fortune Telling - (2 slots, rogue, Charisma (special)) With

this proficiency, characters know a variety of methods for divining the

future - and they are all fake. Characters with this skill employ

odd-looking devices, sonorous oratory, or other methods to convince

others that they are authentic soothsayers. Common methods include

cards, palm reading, counting bumps, casting runes, examining animal

entrails, and more. Fortune tellers put on a good show, then tell any

prediction they want. This is done to gain money from the gullible, to

impress other NPCs, or even to substitute for a true diviner when none

are available. A successful proficiency check indicates that the target

believes the fortune. If it fails, the sham is discovered or the fortune

is simply not believed. Note that other PC's are not forced to believe,

regardless of the roll. (Note, on a roll of 1, for the NWP check, the

actual fortune foretold actually comes true).



     Freefall - (1 slot, general, dexterity) This proficiency is

handy when a ship's gravity plane shifts. This can cause objects, cargo,

weapons, and crew members to fly across the deck, or even straight up!

This proficiency gives the character the chance to personally counter

these shifts.

 If the proficiency check is successful, the character does not need to

roll the usual Dexterity check. The character recovers quickly enough

and continues with his current duties as though nothing happened. If he

is manning a weapon, he can still attack. If loading, he is not

interrupted. If the proficiency check fails, the character is required

to roll the standard Dexterity check to see if he maintains his balance.

This proficiency does not negate the disruption of activity due to a

Ship Shaken hit.



     Fungi Recognition - (1 slot, intelligence +3, general) When on

extended periods underground, it is useful to be able to tell the

difference between edible and poisonous fungi (or which 50% of

underground fungus is poisonous). It is impossible to harvest edible

fungi without this NWP. If the PC has plenty of light and an opportunity

to study the fungus in question closely and uninterrupted for 10

minutes, no NWP check is required. If he is unable to see the fungus

properly, often the case when using infravision, or has to make a hasty

decision about edibility, a NWP check must be made. {from PHBR6, dwarves

handbook}



     Gaming - (1 slot, rogue, Charisma) The character knows most

common games of chance and skill, including cards, dice, bones,

draughts, and chess. When playing a game, the character may either play

out the actual game or make a proficiency check, with success indicating

victory. If two proficient characters play each other, the one with the

highest successful die roll wins. A character with gaming proficiency

can also attempt to cheat, thus gaining a +1 bonus to his success

chance. If the proficiency check for the game is 17 or above, however,

the character has been caught cheating.



     Gem Cutting - (1 slot, rogue, dexterity -2) A character with

this proficiency can finish the rough gems that are discovered through

mining at a rate of 1d10 stones per day. A gem cutter derives no benefit

from the assistance of nonproficient characters. A gem cutter must work

with a good light source and must have an assortment of chisels, small

hammers, and specially hardened blades.

     Uncut gems, while still of value, are not nearly as valuable as

the finished product. If the cutting is successful, the gem cutter

increases the value of a given stone to the range appropriate for its

type. If a 1 is rolled, the work is exceptionally brilliant and the

value of the gem falls into the range for the next most valuable gem.

     Dwarves with this skill may cut 2d8 gems per day instead of the

usual 1d10. They may also increase the value of a gem by rolling a 1 or

a 2 on the d20 proficiency check instead of just rolling a 1.



     Genie Lore (1 slot, wizard/priest, Intelligence) Characters

with this proficiency are versed in the nature and background of all

geniekind, from the smallest elemental gen to the grandest noble pasha

or caliph. They know the proper manner for greeting and conversing with

agenie -- in other words, the manner least likely to offend the

creature. In contrast, other characters must rely on successful Charisma

checks both initially and ever time they commit a potential faux pas

(in the Dm's opinion). Characters who have genie lore also know the

hierarchy and organisation of geniekind. At a glance, they can tell

whether a creature is a marred, djinni, dao, or efreeti. They can also

say whether a creature they're conversing with is noble or base. If a

genie is masquerading as a common human, a successful proficiency check

reveals the ruse. If this check fails, perception is completely reversed

from the truth. i.e.: the genie seems definitely to be a common person,

and a common person seems definitely to be a genie. A character can

perform only one such check per 'suspect'. If the character has no

reason to be suspicious, the check is made with half the usual

proficiency score, rounded down.

     Genie lore also enables a character to detect the work of

genies. i.e.: the physical manifestation of genie spells, as well as

items created by a genies spell-like abilities. The chance of success is

limited. The check is made using half the proficiency score, rounded

down. If successful an individual may discern, for example, whether a

wall has been constructed by a djinni, or whether a princess is

enamoured magically by the effects of a dao granted limited wish. Genie

lore does not enable a character to detect genies moving invisibly

through the immediate area. Nor does it help the character see through

an extraordinary disguise unless the genie is working some wonder of

magic at the time. {from Aaron Ranta}



     Geography (2 slots, intelligence, general) A character with the

geography proficiency must choose a specific area of the world no

larger than a large country to be familiar with. Additional slots may be

spent to learn about other areas. The character has knowledge of all

naturally occurring geographical features, including prominent

mountains, rivers, deserts, forests, etc. This knowledge extends to the

local level, enabling the character to recall details about small

streams and deep caverns. No proficiency check is required to recall

prominent knowledge. However, if details of small or obscure regions is

to be recalled, a proficiency check is required. Recent natural

formations would also require a proficiency check, unless the character

has personally visited them. A character travelling within the area he

is knowledgeable in has his chances of becoming lost reduced by half.

Proficiency checks with penalties also enable the character to recall

information in the immediate area surrounding his specific area of

knowledge.

     This skilled allows the character to treat any spot within it

as casually seen for the purposes of teleportation or other

instantaneous methods of travel. {from Vince Carr}



     Geology - (2 slots, intelligence -1, general) A PC with this

proficiency is able to identify different types of rocks and minerals,

including metals and gems. Though he cannot accurately appraise the

value of such items, he can differentiate between ornamental,

semiprecious, and precious stones, and can make an educated guess at the

purity of any vein of precious metal. He is also familiar with

underground formations and functions of the natural world related to

this science, such as earthquakes, volcanic activity, and the processes

involved with the creation of the various rocks and minerals. There are

few dwarves who are not familiar with the basics of geology, and it is

also a favourite with gnomes, especially deep gnomes. This skill adds a

+2 bonus to all mining skill checks. {from dragon #169}



     Glazier - (2 slots, general, dexterity) This proficiency allows

the character to create small and delicate items of glass. While a

modest living may be made from the construction of baubles, trinkets,

and other glass sculptures, other uses are apparent. Beakers, flasks,

and tubes may be constructed for use in an alchemist's lab or as storage

containers. All that is required is a very hot flame, the glass to

start with, and several instruments for the shaping of the glass. A

proficiency check is required only when creating extremely delicate

constructions or using rare glass. A completed small flask may be

created in two hours time. Larger or more complicated items take

proportionately longer to create, from several hours to over one days

time.



     Goldsmithing - (1 slot, general, dexterity) A character with

this proficiency is skilled in the art of fashioning objects from gold

and it's alloys. This requires delicate attention to detail. A shop must

be set up to do any intricate type of work. Objects such as gold

cufflinks, pendants, spectacle rings, and candlesticks require the use

of this proficiency. Times required depend strongly on the type of item

being created. Gold alloys are used to construct durable items such as

rings and pendants. Any type of gold inlay into weapons, armour, or

other items requires a character with the goldsmithing proficiency. A

proficiency check is required when dealing with pure gold, since it is

easily bent and ruined. A proficiency check is also required when

constructing truly magnificent gold works or highly intricate items.



     Grappling Hook - (1 slot, warrior, dexterity +1) This governs

the use of the space grappling hook. Marine sailors who have grappled

ships and thrown lines may have this proficiency when they start their

space careers. Otherwise limit it as a starting proficiency for beings

native to space.



     Gunnery - (1 slot, warrior, intelligence -2) This proficiency

teaches a character what he needs to know to function as an artillerists

or gunners mate. He knows the basic procedures and safety precautions

involved in firing a cannon. Devoting a second slot to gunnery qualifies

the character to be a master gunner. He can now aim the piece and

command the mates who serve it. Note that this is considered a NWP, even

though it applies to a (very large!) weapon. {from HR4, A Mighty

Fortress Campaign Sourcebook}



     Haggling - (1 slot, rogue, Charisma) A successful roll allows

the PC to buy an item at 10% less than its asked price (or 10% over the

base price if selling); a roll of 4 or less means a 25% change. A roll

of 19 or 20 means the other party is outraged by the last offer and

refuses to negotiate further. DMs might require that this be

role-played; naturally charming characters should have an edge, while

PCs who are arrogant or simply demand the 'right' price may blow it on

any die roll. Remember, many shopkeepers and merchants have this skill,

usually more than 1 slot is devoted to this ability also.



     Harness Subconscious - (2 slots, Psionicist, Wisdom -1) This

meditative proficiency lets the Psionicist temporarily boost his total

PSPs. In effect, the proficiency lets him tap into energy reserves that

lie deep in his subconscious--reserves which are usually unavailable to

him. It's like enjoying a shot of psychic adrenaline.

     Before he can harness subconscious energies, the psionicist's

PSP total must be at its maximum. He then must spend two days ciphering

this energy, taking only necessary breaks for eating and sleeping. At

the end of that time, the character makes a proficiency check. If he

passes, he increases his PSP total by 20%, rounded up.

     The increase in PSPs last 72 hours. At the end of that time,

the character loses as many strength points as he initially gained,

regardless of his current total. This loss can never reduce his total

below 0 points, however.

     During the 72 hours of heightened strength, the character

cannot recover PSPs if his current total equals or exceeds his usual

maximum. Once his current total drops below his usual maximum, he can

begin regaining PSPs normally. He cannot recover the lost bonus points,

however; he can only recover enough points to return to his usual

maximum.



     Healing - (2 slots, priest, Wisdom -2) A character proficient

in healing knows how to use natural medicines and basic principles of

first aid and doctoring. If the character tends another within one round

of wounding (and makes a successful proficiency check), his

ministrations restore 1d3 hit points that were lost in the previous

round. Only one healing attempt can be made on a character per day.

     If a wounded character remains under the care of someone with

healing proficiency, that character can recover lost hit points at the

rate of 1 per day even when travelling or engaging in nonstrenuous

activity. If the wounded character gets complete rest, he can recover 2

hit points per day while under such care. Only characters with both

healing and herbalism proficiencies can help others recover at the rate

of 3 hit points per day of rest. This care does not require a

proficiency check, only the regular attention of the proficient

character. Up to six patients can be cared for at any time.

     A character with healing proficiency can also attempt to aid a

poisoned individual, provided the poison entered through a wound. If the

poisoned character can be tended to immediately and the care continues

for the next five rounds, the victim gains a +2 bonus to his saving

throw (delay save to the last round of healing). No proficiency check is

required, but the poisoned character must be tended to immediately and

cannot do anything himself. If the care and rest are interrupted, the

poisoned character must immediately roll a normal saving throw for the

poison. This result is unalterable by normal means. Only characters with

both healing and herbalism proficiencies can attempt the same treatment

for poisons the victim has swallowed or touched. If the character also

has the poison proficiency, a +2 bonus is added to this attempt.

     A character with healing proficiency can also attempt to

diagnose and treat diseases. When dealing with normal diseases, a

successful proficiency check automatically reduces the disease to its

mildest form and shortest duration. Those who also have herbalism

knowledge gain an additional +2 bonus to this check. A proficient

character can also attempt to deal with magical diseases, whether caused

by spells or creature. In this case, a successful proficiency check

diagnoses the cause of the disease. However, since the disease is

magical in nature, it can be treated only by magical means.



     Heat Protection (1 slot, intelligence -2, general) Allows the

use of clothing to optimise endurance against the heat of the sun. A

successful check means that only half the usual amount of water is

required that day. Also useful for combat in metal armour - it is

possible to last longer under the heat of Athas's sun. {from Dark Sun}



     Heraldic Law - (1 slot, warrior, Intelligence -1) A character

uses this proficiency to understand the nuances of custom and law that

govern heraldry. Heraldic law not only controls heraldry but also

regulates jousts and lethal duels. Whenever a character requests a

special favour from the college of heralds or is summoned before a court

of chivalry, the heraldic law skill becomes vital. Characters who do

not have it may hire NPC lawyers to argue for them.



     Heraldry - (1 slot, general, intelligence) The knowledge of

heraldry enables the character to identify the different crests and

symbols that denote different persons and groups. Heraldry comes in many

forms and is used for many different purposes. It can be used to

identify noblemen, families, guilds, sects, legions, political factions,

and castes. The symbols may appear on flags, shields, helmets, badges,

embroidery, standards, clothing coins, and more. The symbols used may

include geometric patterns, calligraphed lines of script, fantastic

beasts, religious symbols and magical seals. Heraldry can vary from the

highly formalised rules and regulations of late medieval Europe to the

knowledge of different shield patterns and shapes used by African

tribesman.

     The character automatically knows the different heraldic

symbols of his homeland and whom they are associated with. In addition,

if the character makes a successful proficiency check, he can correctly

identify the signs and symbols of other lands, provided he has at least

apassing knowledge of the inhabitants of that land. His heraldry skill

is of little use upon first entering a foreign land.

     In space, this is a matter of interpreting the decorations and

pennants on ship hulls, knowing the various types of ships and which

races use them.



     Herbalism - (2 slots, priest/wizard, intelligence -2) Those

with herbalist knowledge can identify plants and fungus and prepare

nonmagical potions, poultices, powders, balms, salves, ointments,

infusions, and plasters for medical and pseudo-medical purposes. They

can also prepare natural plant poisons and purgatives. The DM must

decide the exact strength of such poisons based on the poison rules in

the DMG. A character with both herbalism and healing proficiencies gains

a bonuses when using his healing talent. In addition, a +1 bonus is

gained when using the botany proficiency as well, if both are possessed.



     To be able to cure poison and diseases, the PC must collect

various herbs while travelling and make them into small salves (this is

due to the fact that most poisons are fast acting, and the PC wouldn't

be able to make up a salve and find the components in say 1 to 4

rounds). The weight of all these herbs and salves is 5 pounds. To cure

the poison or disease, the PC must make a number of NWP rolls. These

are;

     1 - a NWP roll to see if he possesses the knowledge to deal

with that particular toxin or disease.

     2 - a NWP roll made against half his normal skill roll to

determine if he neutralises that particular agent.

     3 - if the poison/disease is from a monster, and there is any

chance of curing the malody, the skill roll is at 1/4 the normal NWP

roll. If the poison or disease is magical in nature, then no mundane

cure will work.

     On any given day in the wilderness, the PC may also be able to

find some particularly helpful herbs in use against injury gained by an

individual. These herbs can only be used within 7 days of them being

found to be of any use (unless the PC also has the pharmacy NWP, in

which case he may preserve these herbs for a maximum of 1 month, before

they lose their effect). The chance to find these herbs is equal to 1/4

their normal NWP check if the character is 'just looking out for them

while travelling', and half normal NWP check if actively searching (half

normal movement rate for that day). The number of herbs that will be

found, is equal to the number of successful NWP checks rolled

consecutively, so if the first roll for the day fails, then none will be

found that day (although the PC still searches, and movement will be

1/2 normal for the rest of the day if actively searching). The list of

herbs are;

     Adders Tongue - Location: Moist meadows, shady clearings (late

spring).Uses: Leaf Tea: heals 1d3 hp/day (drink 3/day). Ointment:

immediately heals 1d2 hp (usable 1/day)

     Birthwort - Location: Hedges, fences, sunny thickets

(mid-summer). Uses: Juice: +2 on poison saves if applied with 1 round.

Poultice: +1 hp/day for 2 days

     Comfrey - Location: ditches, watersheds, moist fields (mid,

late summer). Uses: Root: heals 1d4 hp when applied to a wound. Tea:

same as Adder's Tongue

     Garlic - Location: damp meadows, sparse forests (spring-fall).

Uses: Juice: antiseptic, heals 2 hp/day for 3 days, insect repellent,

50% chance

     Herb True-Love - Location: woods (mid, late spring). Uses:

Leaves: antiseptic, heals 1hp/wound. Berries: +2 on poison saves if

eaten with 2 rounds, +3 for dwarves and halflings

     Juniper Berry - Location: sparse evergreen forests (any). Uses:

Berries: stimulant, heals 1d4hp if brought below 0. Antidote, +1 on

poison saves if eaten within 2 rounds. acts as a powerful aphrodisiac

(sp?) in elves and half elves (save Vs poison or fall in lust with the

first person of the opposite sex they see)

     Sphagnum Moss - Location: swamps, bogs (any). Uses: Dressing:

heals 25% faster

     Woundwort - Location: ditches, fields, marshes (mid-summer).

Uses: Dressing/Poultice: regain 20% of damage if applied within 2

rounds. OTHER HERBS

Type      Properties          Game Effect    Cost/Dose

Abaas          Healing             1-2 hp         1 gp

Adder's tongue Healing             1-4 hp         10 gp

Agrimony  Cures blood diseases     15% chance     3 sp

Alkanet        Poison antidote          +1 save in 1 Rnd    5 sp

All-Heal       increases healing draughts    +25% effective

10 gp Amaranth Stops haemorrhaging clots bleeding 5 sp

Anemone   Cures eye disorder  20% cure eye dis.   3 sp

Angelica  Cures lung disorders               3 sp

Asarabaca Cures violent tendencies mild opiate    5 sp

Asparagus Cures paralysis          +1 save 1 round     1 sp

Awn       Anti-inflamitory (joints)     no joint pains 3 cp

Balm      Antidote for depression            1 sp

Baranie        Reduces Nausea       cure seasickness   1 sp

Barberry       Cures BURNS         heal double rate

2 sp Basil          Draws poison        -25%  pois. dmge

2 sp Belladonna     Cure Lycanthrpy(poison)  20%cure (1%death/dose)

5gp Bindwood   Eases pain                    1 sp

Bishop's       weed Cures apathy   increased energy

5 sp Bitter sweet   Removes minor curses     25% remove cur.     25 gp

Borate         Removes fear        20% 1 round    5 gp

Bryony         Healing             1-2 hp         5 sp

Calamint  Cures mental disorders   10% cure insan.     10 gp

Caranan        Healing/pain reliever    1-4 hp         3 gp

Carefree Mustard    Heals Concussions   -25% conc. effect

10 gp Carneyar Coagulator     Stops bleeding Imediate  15 gp

Coriander Cures disease       +5%/ day of use     4 sp

Daffodil       Healing             1 hp      3 sp

Doilan buds    Nurishment          5 buds = 1 meal     6 gp

Elendil's Basket    Purify H2O, slow poison  Purify 1pt, + 6 hour

                         survive poison 8 gp

Eyebright Cures blindness          10% cure blind.      2 sp

Fiis flower    Healing             1-6 hp         13 gp

Flax-Weed Cures skin irritations prevents itching 1 sp

Fumitory  Cures melancholia   focus mind     5 sp

Germander Relieves pain                 5 sp

Gladwyn   Cures paralysis          gives extra save    4 gp

Grarig         Potent Healing Herb 2-20 hp        60 gp

Groundsel(mtn) Relieves pain                 1 gp

Garlic         Antiseptic, insect repelnt (+ attract monsters) 6 cp

Harlindar Assures safe childbirth            5 sp

Hellebore Cures love sickness new save vs charm  2 sp

Himrose        Relieves inflammation              6 sp

Hyssop         Anti-parasitic      parasites away 5 gp

Klandum   Removes Paralysis   Get extra save 20 gp

Klynyk         Depillitory         Removes hair   5 sp

Lavender  Restores speech          sooths sore voice   1 gp

Maiana         Decongestant                  2 cp

Maragath  Anaesthetic (local), Numb 1 area for 1-4 hrs 3 sp

Moonwort  Heals          X2 healing (1d6 days)    1 gp

Nelthadon induces Vomiting    save vs ingesteds   1 sp

Peony          Cures insanity 15% cure(5%/day addict)  12 gp

Periwinkle     Promotes happiness            3 sp

Plantain       Relieves skin irritations eases itching 1 sp

Rampion   Relieves fever                2 sp

Red Willow     Breaks Fever        Break Fever 1 day 5 sp

Rose      Cures eye disorders      1% cure Blindess    1 sp

Rosemary  Promotes healing         1-3 hp         3 sp

Rumareth  Coagulant/sedative  stp bleeding   7 sp

Sage      Restores memory          +2 int check   2 sp

Self-Heal Promotes healing         1-6 hp         15 gp

Sindoluin Anti-coagulant      Bleed +1hp/min 10 gp

Shepherd's Purse    Heals burns         heal 1-4 hp burns

3 sp St. John's Moss     Heals burns         heal 1-3hp     12 sp

Tamarisk  Poison antidote     extra sv (w/in 5 rnds)   10 gp

Tharm          Protection vs Sun         prevent blister

2 sp Thistle        Poison antidote          +2 save (2 rnds)

4 gp Thyme          Anti-parasitic +1 save vs infestation   3 sp

Trefoil        Antidote insect bites reduce swelling/itch.

6 sp Whortle        Relieves fever                3 sp

Wormwood  Anti-parasitic gives 2 saves Vs parast  7 sp

Yarrow         Mild sedative  sv poison @ +3 or sleep  2 gp



     Hiding - (2 slots, general, intelligence -1) Hiding is the

ability to instinctively select the best hiding place under nearly any

condition. PC's who make successful checks can virtually disappear from

view. Success is determined by modifiers based upon the intelligence

(and perception) of the character being hidden from. This ability

operates independently of any other natural or special hiding abilities

the character may have. Opponents Intell.    Mod. Opponents

Intell    Mod. 3 or less           -5   16 - 17        

+2 4 - 5            -3   18             +3

6 - 8               -1   19             +5

9 - 12              0    20+            +7

13 - 15             +1



     History, Family - (1 slot, general, Intelligence) This

proficiency allows a character to understand the genealogy and great

deeds of a certain noble family. A separate proficiency slot must be

used for each family studied, although this skill applies even to very

distant relatives of the same house. History can be used as a minor,

nonmagical form of legend lore, which is useful only for researching

ancestors of the appropriate family. The character must make a

successful roll to learn accurate information, modified by +1 for every

100 years old or 100 miles distant the subject of research is.



     Hunting - (1 slot, warrior, Wisdom -1) When in wilderness

settings, the character can attempt to stalk and bring down game. A

proficiency check must be made with a -1 penalty to the ability score

for every nonproficient hunter in the party. If the die roll is

successful, the hunter (and those with him) have come within 101 to 200

yards of an animal. The group can attempt to close the range, but a

proficiency check must be made for each 20 yards closed. If the stalking

is successful, the hunter automatically surprises the games. Type of

animal stalked depends on the nature of the terrain and the whim of the

DM.



     Hypnosis - (1 slot, Psionicist, Charisma -2) With this

proficiency, a psionocist can hypnotise another character, placing the

subject into a relaxed state in which he is very susceptible to

suggestions. However, hypnosis is not possible unless the subject is

willing and knows he is being hypnotised. Psionocists with this NWP can

hypnotise humans and demihumans at ease. Non-humans can be hypnotised

too, but the DM should assign a penalty, e.g., a half orc should have a

-2 penalty, while a lizard man would have a -8 penalty to the NWP check.

The act of hypnotising someone takes about 5 minutes. The subject is

then very relaxed and willing to do almost anything that isn't very

dangerous or against his alignment. Note however, that a hypnotised

subject can be very easily fooled; the subject can be convinced that he

is doing one thing, when in fact, he is actually doing another. Lawful

or good psionocists who trick their subjects is this fashion should

beware. Psionicists who use hypnotism to make people do chaotic or evil

things may find themselves with alignment problems of their own.

Hypnosis can have the following (or similar effects):-

     - a PC can be induced to remember things he has forgotten by

reliving a frightening or distant event

     - a PC can be made calm and unafraid in the face of a specific

situation that he has been prepared for

     - a PC can be cured of a bad habit or addiction (but not

magical afflictions or curses)

     - a PC can be prepared to impersonate someone by thoroughly

adopting the individuals personality

     Hypnotism cannot be used to increase a PC's attributes, give

him powers or abilities that he does not naturally possess, let him do

things that are beyond his capabilities, or give him information that he

couldn't possibly know. {from complete psionics handbook} 



     Information Gathering - (1 slot, rogue, intelligence (special))

Through the use of this ability, a character can gain information about

a specific person, place, or thing. In appropriate circumstances, a

character will be aware of major rumours circulating around a town or

area. With a successful check, information can be gleaned. The following

modifiers are used;

     Characters reaction adjustment (based on Charisma), thieves

guild member receive a +2 bonus (due to resources of guild at their

disposal), when outside friendly territory a -3 penalty results (e.g.,

an elf in a dwarven community etc.), money or treasure is required or a

-3 penalty is imposed (Money is used for bribes etc., this will usually

cost between 1 and 30gp [1d30], this must be spent before the NWP roll

is made, the investment is lost whether or not the desired information

is made).



     Intimidation - (1 slot, general, special) This proficiency

allows characters to bend others to their will through fear tactics.

NPCs who are intimidated are quite likely to do as they are told. They

are also very likely to harbour much resentment against the character

that intimidates them. NPCs will keep their resentment hidden until the

first opportunity to avenge their pride arises. Intimidation can be

attempted with either strength or Charisma. Strength indicates a threat

of immediate bodily injury. Charisma uses more subtle threats which need

not be physical in nature. PC's are never required to submit to

intimidation.

     When intimidating a creature of a different level than the PC,

amodifier based on the level difference is made to the roll. For

example, Rath, a 6th level fighter, is going to intimidate Norbett, a 0

level beggar. Rath would receive a (6-0) +6 point modifier. If Rath were

to try the same trick on a storm giant (HD 20 = level 20), Rath would

have a (6-20) -14 point penalty (i.e., Raths chances are slim).

     When attempting to intimidate more than one, the number of

characters is used as a negative modifier. If a dwarf is attempting to

intimidate 5 goblins, he would receive a -5 penalty.

     Player characters are never forced to submit to intimidation,

and choose how they are going to react to the attempt.



     Jousting - (1 slot, warrior, dexterity +2) This NWP includes

the combat skills necessary for a successful joust, as well as the

manners, behaviour and flair needed to impress an audience.

     To take this proficiency the PC must first have a weapon

specialisation in the jousting lance.

     A character with this proficiency modifies his attack rolls in

ajousting match by +2. The use of this proficiency assumes the character

has an adequate lance, shield and mount.

     Should a character win a match, his stylish performance

favourably impresses the audience. Audience members with a special

interest in the match (such as royalty, gamblers, or potential

paramours) who later encounter the jouster modify their reaction rolls

by +2. If he wins several matches in a tournament, the bonus doesn't

rise above +2. If he later loses a match or two in the same tournament,

he still earns the bonus. However, if the jouster has an especially

disastrous day - say, if he follows a winning joust with a long string

of losses - the audience may dismiss the win as a fluke, and the DM may

cancel the bonus. {from The Complete Paladins Handbook}



     Juggling - (1 slot, rogue, dexterity -1) The character can

juggle, a talent useful for entertainment, diversions, and certain rare

emergencies. When juggling, normally, no proficiency check is required.

Acheck is made when trying spectacular tricks. However, juggling also

enables the character to attempt desperate moves. On a successful attack

roll vs. AC 0 (not a proficiency check), the character can catch small

items thrown to harm him. Thus the character could catch a dagger or a

dart before it hits. If this attack roll fails, however, the character

automatically suffers damage. The character is able to catch one missile

per round (if at least one hand is free, plus two additional missiles

if he forgoes all attacks that round and has both hands free, whether he

has initiative or not. If additional slots are spent on this

proficiency, the character may catch an additional missile for every

slot spent. Alternately, the character may take a +1 bonus on the attack

rolls to catch the missiles for each slot spent. No character can catch

more than 5 missiles per round, regardless of their skill.



     Jumping - (1 slot, rogue, strength) The character can attempt

exceptional leaps both vertically and horizontally. If the character has

at least a 20-foot running start, he can leap (broad jump) 2d6 + his

level in feet. No character can broad jump more than six times his

height, however. With the same start, he can leap vertically (high jump)

1d3 plus half his level in feet. No character can high jump more than 1

& 1/2 times his own height.

     From a standing start, a character with this proficiency can

broad jump 1d6 plus half his level in feet and high jump only three

feet.

     The character can also attempt vaults using a pole. A vault

requires at least a 30-foot running start. If a pole is used, it must be

four to 10 feet longer than the character's height. The vault spans a

distance equal to 1 & 1/2 times the length of the pole. The character

can clear heights equal to the height of the pole. He can also choose to

land on his feet if the vault carries him over an obstacle no higher

than 1/2 the height of his pole. In all cases, the pole is dropped at

the end of the vault.



     Kissing (1 slot, general, Charisma -2) Kissing is an artform of

itself. A good kiss can melt the hardest of hearts, and a bad kiss can

split a couple apart. Like many other things in life, kissing is

something that is learned by practice.

     A kiss can be used for three reasons. One is between a couple.

If the giver is attempting a "special" kiss, a comeliness (or Charisma)

check is required. For every month the couple has been together, there

is a plus one modifier. A successful check puts the receiver into a mood

that he/she feels like they're on top of the world. Kinda like an

instant feel good feeling.

     The second reason for kissing is for attempted seduction. The

check for this is a comeliness (or Charisma) check with racial relations

modifiers. It is accompanied by a strong hug and often (but not always)

is followed by serious attempts to get the receiver into bed. A

successful check is much like a successful charm person spell. This form

of a kiss cannot be used by a person of good alignment unless the

ultimate goal is truly a seduction and not control. Failure to follow

this rule is grounds to change the alignment of the character with all

appropriate penalties.

     The third reason is to show gratitude. This is easy to do and

requires no check. It is little more than a peck on the cheek usually

accompanied by a small hug. The receiver immediately feels slightly

better about life in general. {from Christopher P Morton}



     Laijutsu - (1 slot, dexterity, general) Laijutsu is the art of

fast drawing a melee weapon; unsheathing and sheathing it with blinding

speed. Upon learning this NWP, the player must state what weapon it

applies to. This is a specific weapon, not just a general class.

Thereafter, the character can change to or from that weapon without

penalty (changing a weapon, normally requires 1 round), and under

certain situations, has a better chance of surprising opponents. To

surprise an opponent, the weapon must be sheathed, and the PC must be in

a peaceful situation (drinking at a pub, walking down the street,

talking to a person at a table, etc.). The PC may then decide to attack,

if he makes his NWP check, he may then make a normal surprise check,

modified by dexterity reaction adjustment. If the opponent is expecting

an attack (in a dungeon standing off waiting for attack, etc.) and the

PC's weapon is sheathed, then they may surprise also, but instead use

1d20 to determine surprise chance of success instead of 1d10, with the

same chances and modifiers as above. {from oriental adventures}



     Languages, Ancient - (1 slot, priest/wizard, intelligence) The

character has mastered a difficult and obscure tongue, now primarily

found in the writings of pedantic sages and sorcerers. The main use of

the language is to read tomes of ancient secrets written by long-dead

mystics. This proficiency enables the character to either read and write

or speak the language.



     Languages, Modern - (1 slot, general, intelligence) The

character has learned to speak a language of the known world. To do so,

there must be a teacher available. This could be another player

character, an NPC hireling, or simply a local townsman.



     Languages, Space - (1 slot, priest/wizard, intelligence) The

character has mastered a difficult and obscure language once spoken in

wildspace, now primarily found in the writings of pedantic sages. The

main use of the language is to read tomes of ancient secrets writing by

long-dead mystics. This proficiency enables the character to either read

or speak the language (his choice).



     Law - (1 slot, intelligence, general) The character is

knowledgeable in aspects of the legal codes in a specific region or

city. This skill allows the user to deduce whether a crime has been

committed given some evidence, to represent himself or someone else in a

court of law, and to realise the legal implications of an action. The

law does not always favour the innocent, therefore good lawyers are

always in demand in large cities. {from Vince Carr}



     Leadership - (1 slot, Charisma, warrior) By asserting himself

(making a successful proficiency check) the PC can give the

crew/henchmen/followers bonuses if they rally to his cause and follow

him into battle. They gain an additional +1 to their morale score, as

well as a +1 THAC0 bonus for 1d4 rounds. If the check fails, the crew

suffers a -1 morale penalty, and a -1 THAC0 penalty for one round. {from

Vince Carr}



     Leatherworking - (1 slot, general, intelligence) This

proficiency enables a character to tan and treat leather and to make

clothing and other leather objects. The character can make leather

armour, as wells backpacks, saddlebags, saddles, and all sorts of

harnesses.



     Legerdemain - (1 slot, rogue, dexterity -1) The character is

accomplished at all manner of "magician" tricks, including sleight of

hand, palming, etc. A character with this proficiency is able to perform

a wide range of "magic" tricks from the nutshell game to any number of

card tricks. A proficiency check is made when the trick is performed.

Success means the character pulled the trick off with full audience

belief. Failure, however, indicates that the target or audience noticed

something which made the trick unbelievable. If the proficiency is used

to palm an item or place an item somewhere, a failed check indicates

that the character was noticed. This skill differs from the pick pockets

proficiency in that the former can not be used to remove a hidden item

from another creature, such as held in a pouch. However, obvious items

such as lapel pins could be removed.



     Local History - (1 slot, priest, Charisma) The character is a

storehouse of facts about the history of a region the size of a large

county or a small province.

     The DM will provide information about local sites and events as

the character needs to know them. Furthermore, the character can try to

retell these events as entertaining stories. Once the subject is

chosen, he can either make a proficiency check and, if successful, add

that tale to his repertoire, or actually tell the story to other

characters. If the character succeeds in entertaining them, the player

need not make a proficiency roll for the character. The character can

tell these stories to entertain others, granting him a +2 bonus to his

Charisma for the encounter. But telling stories to hostile beings is

probably not going to be any good.



     Lock Picking - (2 slots, rogue, dexterity -4) This proficiency

allows the character a chance at picking padlocks, combination locks,

and puzzle locks. Picking a padlock requires tools. Using typical thief

type tools gives the normal chances for success, while using improvised

tools gives a penalty on the chance for success. The amount of time

required to pick a lock is 2d12 rounds. A character can try to pick a

lock only once per experience level, or until his chance increases for

some reason. If the attempt fails, the lock is simply too difficult for

the character until learns more about picking locks.



     Locksmithing - (1 slot, rogue, dexterity) With this

proficiency, a character can make and repair all kinds of mechanical

locks. Thieves with this proficiency gain a +10% bonus to their

lockpicking skill, because they are intimately familiar with the

internal structure and workings of locks.



     Looting - (1 slot, rogue, Wisdom) This proficiency represents a

knack for grabbing the best loot in the shortest amount of time. A

successful NWP check allows a character to recognise and grab the most

valuable combination of items that is feasible, given the situational

limits of time and space.



     Magical Engineering (2 slots, priest/wizard, intelligence -3) A

character that has this proficiency can determine the nature of a

magical item more easily. S/he does this by examining the item and

looking for clues in its composition, form, and decoration. A successful

proficiency check indicates that the character has correctly identified

the item. Some particularly unusual magic items would apply significant

penalties to this roll (e.g. while a Sword + 1 and Ring of Invisibility

would have no modifiers, a Sword of Sharpness and Staff of the Magi

might be harder to identify correctly.

     Whether or not the ability check succeeds, the character using

this skill will think that s/he has correctly identified the item.

However, if the roll fails, the DM should tell the character that it is

something that it in fact is not.

     The person using this skill may also be able to detect magical

constructs for what they are (i.e., that's and iron golem, etc.), but

not their special abilities (i.e., this is an iron golem and you need

'+X' weapons to hit it and blah blah blah.....). To use this ability, a

person must make their Magical Engineering roll at half normal chances.

     This skill also reduces the amount of time needed to construct

amagical item by a percentage equal to the intelligence of the

wizard/cleric. {from Net Wizard Handbook}



     Masseur - (1 slot, strength, general) ability to give soothing

massages. A 1 hr massage allows body to heal as though it has received 1

full day of bed-rest {from Barbara Haddad}



     Mathematics - (1 slot, general, intelligence) The ability to

handle Euclidean geometry and very basic algebra. If it is possible to

take this proficiency multiple times in a given campaign, later picks

will grant basic logic, solid geometry, and basic trigonometry. {from

Net Wizard Handbook}



     Meditation - (1 slots/2 for mage and priest, Psionicist/ mage/

priest, Wis or int for mage -1) If used correctly, the user falls into a

relaxed state, where he/she can review thoughts and past actions in a

semi-detected form (q.v. Reverie - Elven handbook) Also, for the

Psionist it enables him to regain PSP's at the sleeping rate (12 PSP's /

hour). The meditator is in a state of relaxation and is still aware of

his surroundings, but not totally (changed from Psionic NWP). In this

state the meditator notices things outside of himself, but cannot be an

effective guard in this mode as he only notices the obvious, not the

small signs. (-3 or more to a perception check?).

     The meditation nonweapon proficiency allows a bonus to all

intelligence checks for a person if they follow an hour of meditation.

For example, if a wizard wanted to use his Magical Engineering

proficiency on a ring, he would get a +2 bonus to his intelligence check

if he spent an hour beforehand meditating on the problem.

     The method of meditating varies considerably from person to

person. For some, it involves measured breathing while in lotus position

-- for others, it means puffing silently on a pipe while watching the

clouds. It is up to the player and DM to come up with an appropriate

meditation method.

     For a mage, use of this technique halves the amount of rest

needed before rememerisation of spells. This is due to the total

relaxation and the reviewing of thoughts encompassed in the proficiency.

For a priest, you may make it a requirement for prayer, thus spells.

Although it would give little bonus. Maybe a bonus spell for proper

prayer, or maybe the opposite, penalising a priest who doesn't?. {from

Graham Caine (Firedancer)}



     Meditative Focus - (1 slot, Psionicist, Wisdom +1) Through this

proficiency, a Psionicist can focus his mental energy on one particular

discipline. As a result his power scores in that discipline temporarily

increase, while those in other disciplines decline.

     The proficiency requires the character to meditate,

uninterrupted, for 12 hours. The last four hours of this meditation are

spent in a deep, sleep-like trance. The Psionicist can recover PSPs

normally during the entire period.

     When the meditation is complete, the player makes a proficiency

check. If the character passes the check, he has successfully focused

his mind on one particular discipline (which was chosen when the process

began). All of the character's psionic power scores in that discipline

are increased by two points for the next 24 hours--or until the

character's PSPs have been reduced to zero, whichever comes first. All

of his power scores in other disciplines are reduced by one for the same

period.



     Merchant - (2 slots, intelligence -1, general) allows merchant

to buy in bulk at a 1-20% price discount & sell bulk goods at a +1-12%

profit. {from Barbara Haddad}



     Miller - (1 slot, intelligence, general) grain treatment for

preservation {from Barbara Haddad}



     Mime - (1 slot, Charisma +1, general) This is the ability to

entertain others using only gestures and actions, and without the use of

voice. Mimes can be serious or humorous, the latter being the easiest

and most common. The skill blends well with others, such as tumbling or

possibly ventriloquism. {from Vince Carr}



     Mind Over Matter - (1 slot, Wisdom -2, general) Characters with

this proficiency are able to cause their minds to reduce pain induced

upon their bodies. For instance, a character using this proficiency

would be able to walk across a path of hot coals, lie upon a bed of

nails, or have stone blocks broken across his chest. Preparation to use

this proficiency is equal to 1 turn. After this, the character may

undertake actions which would normally cause great pain or damage for up

to two rounds per point of Wisdom that he possesses. During this time

any pain caused by situations similar to the above mentioned ones is

negated, and any damage is reduced to 2 points per die, or 20% of the

total damage, whichever is less. This does not count against melee

damage or damage caused by spells or the like. However, the character

could stick his hand into a roaring campfire and retrieve a necklace

with only very minor burns. When time has expired, the character will

feel a slight numbing in any areas which were injured. This disappears

within minutes, however. {from Vince Carr}



     Mining - (2 slots, general, Wisdom -3) A character with mining

proficiency is needed to site and supervise the operations of any mine.

First, the character can attempt to determine what type of ores or gems

can be found in a given area. To do this, he must spend at least a week

searching a four-square-mile area. The DM may rule that more area must

be searched to find anything of value and may thus increase the amount

of time required. At the end of the search, the character can say what

is likely to be found in this area. After this, the character can site

the mine. On a successful proficiency check (made by the DM), the

character has found a good site to begin searching for any minerals that

may be in the area. The check does not guarantee a successful mine,

only that a particular site is the best choice in a given area. The DM

must determine what minerals, if any, are to be found in the region of

the mine. On a failed check, the character only thinks he has found a

good site. Much effort is spent before the character is proved wrong, of

course.

     Once the mine is in operation, a character with mining

proficiency must remain on-site to supervise all work. Although this is

asteady job, most player characters will find it better to hire an NPC

for this purpose.



     Monster Trivia - (2 slots, intelligence -2, general) A PC with

this skill has picked up some knowledge of various monsters from friends

or family who were former adventurers. If the DM questions whether the

PC would actually know of a certain monsters ability that the actual

player is aware of, the DM can call for a roll against this skill.

Success indicates that the PC may act upon the players knowledge. Under

no circumstances, may a player reference a rule book detailing a

monsters powers. It means that a player may run his character as though

the latter possessed the formers knowledge of the creature in question.

If the roll is made but the player doesn't know what the creature is or

does, tough, you are not to tell the player any information at all, its

only what they know already. {from dragon #156}



     Mortician - (1 slot, general, intelligence +1) corpse handling

&treatment (for presentation value) plus corpse disposal techniques

{from Barbara Haddad}



     Mountaineering - (1 slot, warrior, N/A) A character with this

proficiency can make difficult and dangerous climbs up steep slopes and

cliffs with the aid of spikes, ropes, etc. If a character with

mountaineering proficiency leads a party, placing the pitons and guiding

the others all in the party can gain the benefit of his knowledge. A

mountaineer can guide a party up a cliff face it could not otherwise

climb. A character with this proficiency gains a 10% bonus per

proficiency spent to his chance to climb any surface. Note that

mountaineering is not the same as the thief's climbing ability, since

the latter does not require aids of any sort.



     Musical Instrument - (1 slot, priest/rogue, dexterity -1) The

character can play a specific musical instrument. An additional

instrument can be added for every extra slot devoted to this

proficiency. The character plays quite well, and no proficiency check is

normally required. The DM may expect the character to make a

proficiency check in what he feels are extraordinary circumstances.



     Navigation - (1 slot, priest/warrior/wizard, intelligence -2)

The character has learned the arts of navigating by the stars, studying

currents, reefs, and hidden danger. This is not particularly useful on

land. At sea, a successful proficiency check by the navigator reduces

the chance of getting lost by 20%.



     Navigation (Celestial) - (1 slot, wizard/priest/warrior,

intelligence -2) The character has learned the arts of wildspace

navigation, avoiding hazards and using planetary motion to improve speed

over long journeys. This proficiency is not useful on land or sea. In

wildspace, a successful proficiency check allows the navigator to know

his position relative to his destination, course, speed, and approximate

arrival time. In addition, a successful proficiency check allows the

character's spelljamming vessel to arrive at its wildspace destination

10% faster than normal. An unsuccessful proficiency check indicates that

no time is saved; on a roll of 20, travel time increases by 50%. A

navigator can bypass large (celestial) obstacles and return easily to

the desired course. A character with this proficiency on a ship equipped

with a pool or series helm can use his THAC0 at half level to direct a

ram attack.



     Navigation (Phlogiston) - (1 slot, wizard/priest/warrior,

intelligence -2) This is the art of navigating from one sphere to

another, a separate skill from navigating within a single crystal

sphere. It is a difficult and risky activity, but it is sometimes

necessary when a planetary locator is not available. A spelljamming ship

that enters the Flow normally moves randomly, arriving at some other

crystal sphere within 10-100 days. With a successful proficiency check

from the ship's navigator, the ship arrives at the chosen destination

within that time. Of course, the destination must be one that is

normally reachable.

     If the proficiency check is failed, the ship arrives at a

random sphere. This check is made in secret. On a natural roll of 20,

the ship drifts in the phlogiston for 20-200 days; such ships may be in

grave danger of exhausting their air supply before returning to a random

crystal sphere.



     Navigation, Underground - (1 slot, general, intelligence) A

character with this proficiency can determine underground direction and

the shortest route to the surface. By careful analysis or air and

currents, a character can even determine whether there are any pockets

of poisonous gas in the air. A successful NWP check is required to use

this ability.



     Nightsight - (General, 1 Slot, Wisdom -2) Druids/Rangers get an

extra +4 to modifier to this skill (working at night in the forest), as

do thieves (working in dark places). Takes a round to adjust eyesight,

then see double/triple distance with a small source of light

(starlight). Cannot see colours, but even small movements easily

detected. Works on things hiding in shadows, only if there is very

little light around in the first place. Lowers chance of being surprised

in dark places by +1. Does NOT affect/enhance blind fighting at all.

{from Colin Winfield}



     No Noticeable Effect - (2 slots, wizard, intelligence -2) This

works on the premise that many spells have visual components that are

not connected to their function. For instance, the appearance of fire is

required for Fireball because the spell's primary function is to

release a ball of flames. Ray of Enfeeblement, on the other hand, need

not create a visible beam as it weakens its target. Other possibilities

include the various Detect... spells, Fire Shield, and anything else the

individual DM thinks is appropriate. Whether or not a particular spell

has a visible component that is secondary to its function is up to the

DM.

     This proficiency allows the wizard to totally remove all

secondary visual traits from his spells if he makes a successful skill

roll before casting them. {from Net Wizard Handbook}



     Observation - (1 slot, general, intelligence) This proficiency

represents a characters trained powers of observation. The character

must state what the character is trying to observe (secret door, being

followed, detecting poison gas, trying to find pits or snares, etc.,

which is also modified by perception, then if this roll fails, he then

gets a normal perception roll to detect what he is looking for like

everybody else.). It also allows the character to detect things out of

the ordinary (like if he is about to be ambushed, as long as there is a

chance for him to detect this [i.e., he could not detect a thief who has

successfully hidden in shadows etc.]). Characters with this proficiency

also have their chances of finding secret doors increased by 1.



     Orienteering - (2 slots, Wisdom, general) A PC with this NWP is

capable of reading and following any normal map he comes across. He can

even follow, in general terms, maps labelled in unfamiliar languages as

long as he makes a successful NWP check. Furthermore, if the sky is

clear, the PC can determine direction, night or day, by using the stars

and daytime shadows as guides. The latter method requires one turn to

make the proper measurements and calculations. A PC with this skill and

an appropriate map gains a +1 bonus to any survival skill roll. He also

gains a +1 bonus to any navigation skill roll he makes if he has the

right map for the area. {from dragon #169}



     Persuasion - (1 slot, Charisma, general) This NWP enables the

PC to make a compelling argument to convince a subject NPC character to

see things his way, respond more favourably, or comply with a request.

The PC engages the NPC for at least 10 rounds (meaning that the subject

must be willing to talk with the PC in the 1st place); subjects whose

attitudes are threatening or hostile aren't affected by this

proficiency. A successful check means that the subjects reaction is

modified by +2 in favour or the PC (see table 59, in chapter 11 of the

DMG). This bonus is not cumulative with any other reaction modifiers,

such as those derived from Charisma; other reaction modifiers don't

apply. For every additional slot a PC spends on this NWP, he boosts the

reaction modifier by +1 (e.g., spending 2 slots allows for a +3 reaction

bonus)



     Pest Control (1 slot, Wisdom, rogue) This proficiency is used

to keep underground strongholds free of pests like rats, carrion

crawlers, jermalaines, kobolds, and other small creatures. Similar to

the set snares proficiency, it is concerned with catching underground

pests and does not use snares. Traps are set to trigger metal cages,

drop nets, or iron doors which shut off individual tunnel sections.

Spring traps or small deadfalls may be rigged (1d6 max. damage) using

this proficiency. There is no -20% modifier when using pest control to

trap larger creatures.

     Only thief characters may use this proficiency to rig larger

traps suitable for human or orc sized creatures. These traps may include

crossbows, larger deadfalls, and spike springboards.

     A character with this proficiency does not have the ability to

make the items required for these devices, he can only set the traps and

their triggers.

     A proficiency check must be rolled when the trap is set. A

failed proficiency check means that the trap will fail to operate. It

may not have been set properly, was poorly concealed, or it was too

small or too large for the creature to trigger.

     Setting a trap takes one hour and the character must have the

proper equipment and materials with him.

     Characters with the animal lore proficiency gain a +10% bonus

when attempting to set traps to catch animal pests. {from Vince Carr}



     Pharmacy - (1 slot, priest, intelligence) This skill allows a

PC to preserve herbs and chemicals and prepare medicines from both

natural and inorganic ingredients. On a successful pharmacy check, the

pharmacist can create a medicine to cure certain ailments (the DM should

assign a +3 to -10 modifier, depending on the severity and rarity of

the disease) using herbs and chemicals. A failed check either does

nothing or has non-lethal side effects (DM choice), but a check of 20

results in poisoning. Using this skill with both herbalism & healing,

with cure an extra 1HP per application. This skill is needed to preserve

all the healing herbs mentioned in Herbalism NWP for longer than 2 game

weeks. {from dragon #200)



     Pick Pockets - (2 slots, rogue, dexterity -4) This proficiency

allows the character to filch small items from other people's pockets,

sleeves, girdles, packs, etc. Palming and some sleight of hand is

possible with this proficiency as well.

     A failed attempt means the character did not get an item, but

it does not mean that his attempt was detected. To determine whether the

victim noticed the attempt, subtract three times the victim's level

from 100. If the character's roll was equal to or greater than this

number, the attempt is detected.



     Planar Geography - (1 slot, wizard/priest, intelligence -1)

This skill gives the possessor basic knowledge of the geographies of

other planes of existence. This includes basic knowledge only -- the

kinds of things that are mentioned in the Manual Of The Planes, for

instance -- but not specifics about politics, national borders, and

demographics. {from Net Wizard Handbook}



     Planar Geometry - (1 slot, priest/wizard, intelligence) This

proficiency prevents the possessor from becoming disoriented in the

unusual environments of other planes. Thus, the wizard will not be

confused by directionless planes such as the astral, elemental air, and

elemental water. He will also be able to fully comprehend the

multidimensional aspects of interplanar travel and extradimensional

spaces (e.g. bags of holding and Mordenkainen's Magnificent Mansions).

{from Net Wizard Handbook}



     Planet Lore - (1 slot, wizard/priest, intelligence) The

character has learned the legends, lore, and history of some planet or

thread of time in some distant sphere. The knowledge must be world

specific. The DM can restrict the selection to certain planets, or can

allow the player to choose. Thus, a player could know details about the

Unhuman Wars, or the history of the planet Glyph, or whatever else is

available in the specific campaign. The knowledge acquired gives the

character familiarity with the principal legends, historical events,

characters, locations, battles, breakthroughs, unsolved mysteries,

crafts, and oddities of the time or place. The character must roll a

proficiency check to identify places or things he encounters from that

age or location.



     Planetology - (2 slots, wizard/priest, intelligence -1) A

character with the planetology proficiency has studied the various types

of planets that may be found within crystal spheres. He is able to

identify signs of groundling civilisation from space and can determine

the climate and probable inhabitants of a world by studying it for a

short time, and making a successful proficiency check.



     Poetry - (1 slot, general, Charisma) Proficiency in poetry

includes the skills of reciting poetry and judging its quality. It also

indicates that the character has a repertoire of poems memorised for

recital at any time. No proficiency check is required for a normal

recital.

     If the character can read and write, original poems can be

written. A successful proficiency check indicates that the poem is of

above average quality.



     Poisons - (2 slots, intelligence (special), general) This

proficiency gives the character knowledge of manufactured poisons of all

types. With this ability, the character is able to manufacture poisons

of all kinds, given the time and materials needed. The types of poisons

decide any penalties to the chance of success, from -1 to -12 for rare

immediate death poisons. In addition, the character can also make the

antidote for any poison he has manufactured himself with an additional

normal proficiency check.

     The character may also identify poisons he did not create. This

requires a proficiency check and close examination of the poison or

object thought to be poisoned. At times, the character must sample the

poison (putting himself at risk) to determine it's effects. However, any

saving throws are made with a +4 bonus when a successful proficiency

check is made. Once a poison has been identified, and it's effects

known, an antidote may be created. This always requires the character to

sample the poison. A proficiency check at half the normal chance for

success is made, assuming the poison is available. If successful, the

character is able to concoct the appropriate antidote, assuming the

materials are nearby. If a creature has already been poisoned, or the

poison is not available for sampling, then the character has only a 1 in

20 chance of concocting an antidote. The rolls for antidote concoction

are made secretly by the DM. If the roll fails, the character knows he

is unable to concoct an antidote. However, if the roll is 20, an

antidote is made, but is ineffective, wasting the character and perhaps

the victim's time.

     This skill also allows a PC to remove the poisonous glands from

an animal/arachnid/monster that uses poison. He must make a successful

NWP check at -2 to succeed (Note that this roll is vs. dexterity, not

intelligence). If he fails his roll by more than 2, or rolls a 20, the

PC has managed to poison himself with all the consequences. Wearing

special gloves (cost = 10gp), the PC must fail the NWP roll by 6 or more

to get poisoned. {from Vince Carr}



     Pottery - (1 slot, general, dexterity -2) A character with this

proficiency can create any type of clay vessel or container commonly

used in the campaign world. The character requires a wheel and a kiln,

as well as a supply of clay and glaze. The character can generally

create two small or medium-sized items or one large-sized item per day.

The pieces of pottery must then be fired in the kiln for an additional

day.

     The raw materials involved cost 1 cp to make a small item, 5 cp

to make a medium item, and 1 sp to make a large item.



     Psionic Detection - (1 slot, Wisdom -2, general) Able to detect

the expenditure of PSPs around oneself. Concentrate for one round, and

asuccessful check detects expenditure of points within 50 yards. Nothing

more can be detected, but the power can be maintained if

successful.{from Dark Sun}



     Reading/Writing - (1 slot, priest/wizard, intelligence +1) The

character can read and write a modern language he can speak, provided

there is someone available to teach the character. This proficiency does

not enable the character to learn ancient languages.



     Rejuvination - (1 slot, Psionicist, Wisdom -1) This proficiency

allows a character to recover PSPs while he meditates, as quickly as if

he were sleeping. The character achieves a state of deep concentration,

in which he focuses and regains his energies. He is still conscious and

aware of his surroundings, so he does not suffer any penalties on

surprise or initiative rolls, and he is not helpless if attacked. He

still can't expend PSPs, however. To use this proficiency, the character

must make a successful check. If this check fails, the character is

unable to achieve the mental control necessary for the rejuvenation to

work. However, normal PSP recovery for resting is still applicable for

the duration.



     Religion - (1 slot, priest/wizard, Wisdom) Characters with

religion proficiency know the common beliefs and cults of their homeland

and the major faiths of neighbouring regions. Ordinary information of

any religion is automatically known by the character. Special

information, such as how the clergy is organised, requires a proficiency

check.

     Additional proficiencies spent on religion enable the character

to either expand his general knowledge into more distant regions or to

gain precise information about a single faith. If the latter is chosen,

the character is no longer required to make a proficiency check when

answering questions about that religion. Such expert knowledge is highly

useful to priest characters when dealing with their own and rival

faiths.



     Revelations - (1 slot, warrior, Intelligence) Coats of arms

reveal a myriad of details about their owners, and this skill lets a

character learn them. A character who makes a successful revelations

check can learn about any of the following features of an arms-bearer:

alliances, marriages, conditions of birth (rank of family and order of

birth), disgraces, magnitude of political authority (offices held, size

of land, etc.), and triumphs. This includes any major exploits of the

armsbearer or his ancestors. For game purposes, it lets heralds roughly

determine a character's experience level.



     Riding, Airborne - (2 slots, general, Wisdom -2) The character

is trained in handling a flying mount. The particular creature must be

chosen when the proficiency is chosen. Additional proficiency slots can

be used to learn how to handle other types of mounts. Unlike land-based

riding a character must have this proficiency (or ride with someone who

does) to handle a flying mount. In addition, a proficient character can

do the following:

     * Leap onto the saddle of the creature (when it is standing on

the ground) and spur it airborne as a single action. This requires no

proficiency check.

     * Leap from the back of the mount and drop 10 feet to the

ground or onto the back of another mount (land-based or flying). Those

with only light encumbrance can drop to the ground without a proficiency

check. In all other situations, a proficiency check is required. A

failed roll means the character takes normal falling damage or misses

his target. A character who is dropping to the ground can attempt an

immediate melee attack, if his proficiency check is made with a -4

penalty to the ability roll. Failure has the consequences given above.

     * Spur his mount to greater speeds on a successful check,

adding 1d4 to the movement rate of the mount. This speed can be

maintained for four consecutive rounds. If the check fails, an attempt

can be made again the next round. If two checks fail, no attempt can be

made for a full turn. After the rounds of increased speeds, its movement

drops to two-thirds its normal rate and its manoeuvrability Class

becomes one class worse. These conditions last until the mount lands and

is allowed to rest for at least one hour.

     * The rider can guide the mount with his knees and feet,

keeping his hands free. A proficiency check is made only after the

character suffers damage. If the check is failed, the character is

knocked from the saddle. A second check is allowed to see if the

character manages to catch himself. If this fails, the rider falls. Of

course a rider can strap himself into the saddle, although this could be

a disadvantage if his mount is slain and plummets toward the ground.



     Riding, Land-Based - (1 slot, general, Wisdom +3) Those skilled

in land riding are proficient in the art of riding and handling horses

of other types of ground mounts. When the proficiency slot is filled,

the character must declare which type of mount he is proficient in.

     A character with riding proficiency can perform all of the

following feats. Some of them are automatic, while others require a

proficiency check for success.

     * The character can vault onto a saddle whenever the horse or

other mount is standing still, even when the character is wearing

armour. This does not require a proficiency check, however, if he wishes

to get the mount moving during the same round in which he lands in its

saddle. He must also make a proficiency check if he attempts to vault

onto the saddle of a moving mount. Failure indicates that the character

falls to the ground-presumably quite embarrassed.

     * The character can urge the mount to jump tall obstacles or

leap across gaps. No check is required if the obstacle is less than

three tall or the gap is less than 12 feet wide. If the character wants

to roll a proficiency check, the mount can be urged to leap obstacles up

to seven feet high, or jump across gaps up to 30 feet wide. Success

means that the mount has made the jump. Failure means that it balks, and

the character must make another proficiency check to see whether he

retains his seat or falls to the ground.

     * The character can spur his steed on to great speeds, adding 6

to the animal's movement rate for up to four turns. This requires a

proficiency check each turn to see if the mount can be pushed this hard.

If the initial check fails, no further attempts can be made, but the

mount can move normally. If the second or subsequent check fails, the

mount immediately slows to a walk, and the character must dismount and

lead the animal for a turn. In any event, after four turns of racing,

the steed must be walked by its dismounted rider for one turn.

     * The character can guide his mount with his knees, enabling

him to use weapons that require two hands while mounted. This form does

not require a proficiency check unless the character takes damage while

so riding. In this case, a check is required and failure means that the

character falls to the ground and sustains an additional 1d6 points of

damage.

     * The character can drop down and hang alongside the steed,

using it as a shield against attack. The character cannot make an attack

or wear armour while performing this feat. The character's Armour Class

is lowered by 6 while this manoeuvre is performed. Any attacks that

would have struck the character's normal AC are considered to have

struck the mount instead. No proficiency check is required.

     * The character can leap from the back of his steed to the

ground and make a melee attack against any character or creature within

10 feet. The player must roll a successful proficiency check with a -4

penalty to succeed. On a failed roll, the character fails to land on his

feet, falls clumsily to the ground, and suffers 1d3 points of damage.



     Riding, Sea-Based - (2 slots, general, Wisdom -2) The character

is trained in handling a swimming mount. The particular creature must

be chosen when the proficiency is taken. Additional proficiency slots

can be used to learn how to handle other types of mounts. A character

must have this proficiency (or ride with someone who does) to handle an

aquatic mount. In addition, a proficient character can do the following:



     * Leap onto the saddle of the creature (when it is on the

surface) and spur it into motion in the same combat round. This requires

no proficiency check.

     * Urge the mount to leap over obstacles in the water, so long

as the obstacles are less than 3' high and 5' wide. There must be water

on the opposite side of the obstacle, or the mount takes 1d6 points of

damage from the impact. If the character wants to roll a proficiency

check, the mount can be urged to leap obstacles up to 5' high and 10'

wide. Success means that the mount has made the jump. Failure indicates

that the mount has balked, and the character must make another

proficiency check to see if he remains his seat or falls from the saddle

into the water.

     * The character can spur his steed on to great speeds, adding

2d6 to the movement rate of the animal for up to two turns. This

requires a proficiency check each five rounds to see if the mount can be

pushed this hard. If the initial check fails, no further attempts can

be made, but the mount can move normally. If the second or subsequent

check fails, the mount slows to half speed and will be unable to bear

the rider for a full turn. In any event, after two turns, its movement

drops to two-thirds its normal rate until the mount is allowed to rest

for at least one hour.

     * The character can guide his mount with his knees and feet,

enabling him to use weapons that require two hands while mounted. This

feat does require a proficiency check to use initially and also if the

character takes damage while so riding. In this case, a check is

required and failure means that the character falls from the mount and

is stopped by the water currents. A second check is allowed to see if

the character manages to catch himself. If this fails, the rider falls

into the water. Of course a rider can strap himself into the saddle,

although this could be a disadvantage if his mount is slain and plummets

deeper into the water. This ability is useful both above and below the

water.

     * The character can attempt to control the mount if it panics.

Under ordinary circumstances, aquatic creatures who take damage from an

attack from above the water will dive below the surface unless they make

a morale roll. Should the mount fail the roll, it will attempt to dive

below the water, where it will remain for 1d10 rounds. The character may

try to force the mount to the surface with a proficiency check.

However, the character is considered to be exerting himself for purposes

of avoiding drowning. A successful check will bring the mount back to

the surface. Characters who fail to make their proficiency check may

repeat it every round until successful, or until further action becomes

impossible.



     Riding, Space-Based - (2 slots, general, Wisdom -3) The

character is trained in handling a flying mount in wildspace. The

particular creature must be chosen when the proficiency is taken.

Additional proficiency slots can be used to learn how to handle other

types of mounts. A character must have this proficiency (or ride with

someone who does) to handle a mount in wildspace. In addition, a

proficient character can do the following:

     * Leap onto the saddle of the creature (when it is on a flat

surface in space) and spur it into motion in the same combat round. This

requires no proficiency check.

     * Propel 10 feet from the back of the mount and onto solid

surface or onto the back of another mount. This leap is possible in all

encumbrance levels, assuming the character is in the weightlessness of

wildspace, requiring a proficiency check if another mount is the target.

If within an atmosphere or within a gravity plane, only those with

light encumbrance can drop to the ground without a proficiency check. In

all other situations a proficiency check is required. A failed roll

means the character takes normal falling damage or misses his target,

perhaps floating in wildspace. A character who is dropping to the ground

can attempt an immediate melee attack, if his proficiency check is made

with a -4 penalty to the ability roll. Failure has the consequences

given above.

     * The character can spur his steed on to great speeds, adding

1d6 to the movement rate of the animal for up to two turns. This

requires a proficiency check each five rounds to see if the mount can be

pushed this hard. If the initial check fails, no further attempts can

be made, but the mount can move normally. If the second or subsequent

check fails, the mount slows to half speed and will be unable to bear

the rider for a full turn. In any event, after two turns, its movement

drops to two-thirds its normal rate until the mount is allowed to rest

for at least one hour.

     * The character can guide his mount with his knees and feet,

enabling him to use weapons that require two hands while mounted. This

feat does require a proficiency check to use initially and also if the

character takes damage while so riding. In this case a check is required

and failure means that the character falls from the mount and either

floats in wildspace or descends towards a gravity plane, taking damage

appropriately. A second check is allowed to see if the character manages

to catch himself. If this fails, the rider falls off the mount with the

above consequences. Of course a rider can strap himself into the

saddle, although this could be a disadvantage if his mount is slain and

is descending toward a gravity plane.



     Rope/Net Making - (1 slot, general, dexterity) allows crafting

of ropes & nets {from Barbara Haddad}



     Rope Use - (1 slot, general, dexterity) This proficiency

enables a character to accomplish amazing feats with rope. A character

with rope use proficiency is familiar with all sorts of knots and can

tie knots that slip, hold tightly, slide slowly, or loosen with a quick

tug. If the character's hands are bound and held with a knot, he can

roll a proficiency check with a -6 penalty to escape the bonds.

     This character gains a +2 bonus to all attacks made with a

lasso. The character also receives a +10% bonus to all climbing checks

made while he is using a rope, including attempts to belay companions.



     Running - (1 slot, warrior, constitution -6) The character can

move at twice his normal movement rate for a day. At the end of the day

he must sleep for eight hours. After the first day's movement, the

character must roll a proficiency check for success. If the die roll

succeeds, the character can continue his running movement the next day.

If the die roll fails, the character cannot use his running ability the

next day. If involved in a battle during the day he spent running, he

suffers a -1 penalty to his attack rolls.



     Sail Manipulation - (1 slot, dexterity, general) This

proficiency allows a sails master (officer) to control the use of sails

with such skill that the ship gains a one step bonus to its

Manoeuvrability Class for one turn. The ship's MC cannot go above A. If

more than one character succeeds in using the sail manipulation

proficiency in one round, the ship's Manoeuvrability Class is reduced by

one step, to a minimum of MC F. The person controlling the sail can not

do any other task otherwise the benefit is immediately lost. A PC must

have some other boatcraft proficiency before this NWP can be chosen.

{from Vince Carr} 



     Scribing - (1 slot, dexterity, general) A character with this

proficiency is skilled at making exact copies of any written material.

The character could earn a modest living copying rare tomes, letters, or

even arcane runes for the wealthy. To be successful, the character must

have an original in front of him during the entire process. A

proficiency check is made, and if successful, the copy is a perfect copy

of the first, without loss of any words or meaning. The new copy is

obviously in a different hand than the original (this is not a

substitute for forgery). The character need not understand the language

of the original, as long as the letters are easily readable.

     Characters must take the reading/writing proficiency prior to

this one, although the specific language is not important. A typical

scribing kit, complete with carrying case, magnifying lens, 2 bottles of

ink, a dozen pages of parchment, and a like number of quills costs

around 50 sp. Special inks and quills are available in large cities. A

character with the forgery proficiency adds a +5% bonus if the scribing

proficiency is also known. {from Vince Carr}



     Seamanship - (1 slot, general, dexterity +1) The character is

familiar with boats and ships. he is qualified to work as a crewman,

although he cannot actually navigate. Crews of trained seamen are

necessary to manage any ship, and they improve the movement rates of

inland boats by 50%.



     Seamstress/Tailor - (1 slot, general, dexterity -1) The

character can sew and design clothing. He can also do all kinds of

embroidery and ornamental work. Although no proficiency check is

required, the character must have at least needle and thread to work.



     Seance - (2 slots, Psionicist, Charisma -2) A PC with the

seance proficiency knows the method used to contact spirits, deities, or

extra planar powers. Using ouija boards, pyromancy (divination by

candles), tarot cards etc., the PC can ask questions of these powers as

if using a speak with dead spell (no body required and no time limit

given). Before beginning the contact the PC must prepare himself for

half an hour, making sure the area has no spirits around to confuse

readings. Contact with the dead can be established if a successful check

is made; a failed roll reveals nothing. If the roll is 10 under the

roll needed, a specific individual can be contacted. A roll 4 or more

above the number needed (or a 20) reveals incorrect information; a

malevolent spirit etc. The Psionicist can ask questions of these

spirits, but the spirits are not obliged to answer. If annoyed, the

spirit can sever the link at will. The character can ask 1-3 questions

plus 1 for every slot spent above the initial 2 spent on this NWP.

Contact cannot be made more than once per day and is inadvisable more

than twice per week. The dead hate being disturbed, and some may take

revenge. However, the dead are not omnipotent, and mistakes can be made,

as noted on the seance table below:- 1d100   Force Contacted     

General        Specific 01-40 spirit, Intell 11        70%

20% 41-60 spirit, Intell 12-14     80%       30%

61-70     spirit, Intell 15-17     90%       40%

71-75     spirit, Intell 18+       95%       50%

76-80     outer planar creature    98%       60%

81-99     malevolent spirit        gives plausible incorrect

answer 100     deity               deities hate to be bothered,

and will ignore or punish those who annoy them unless the gods are

especially merciful or the question directly concerns them {from dragon

#200}



     Seduction - (1 slot, Charisma -2, general) adds +2 to reactions

for the character {from Barbara Haddad}



     Semaphore - (1 slot, intelligence, general) This proficiency

allows the character to use semaphore flags to signal other ships.

Organised war fleets use these flags as a standard communication tool.

Most fleets have at least two persons on each ship who can use the

semaphore flags. No proficiency check is required under normal

circumstances. In times of combat, however, a proficiency check is

required for receiving a signal. Failure means the signal was unclear.

In this case, the sending character can start over the next round.

     When one semaphore proficiency is owned, the character can send

ten words in a round, and can receive ten words the next round. For

every additional proficiency, increase the number of words that can be

sent or received by five. The characters should be careful that the

messages they send are at the speed that the receiver can understand,

and vice versa. Fast senders and receivers are often used to code the

transmissions. {from Vince Carr}



     Set Snares - (1 slot, rogue, dexterity +1) The character can

make simple snares and traps, primarily to catch small game. These can

include rope snares and spring traps. A proficiency check must be rolled

when the snare is first constructed and every time the snare is set. A

failed proficiency check means the trap does not workmanship was bad,

the character left too much scent in the area, or he poorly concealed

the finished work. The exact nature of the problem does not need to be

known. The character can also attempt to set traps and snares for larger

creatures. A proficiency check must be rolled, this time with a -4

penalty to the ability score. In both cases, setting a successful snare

does not ensure that it catches anything, only that the snare works if

triggered. The DM must decide if the trap is triggered.

     Thief characters (and only thieves) with this proficiency can

also attempt to rig mantraps. These can involve such things as

crossbows, deadfalls, spiked springboards, etc. The procedure is the

same as that for setting a large snare. The DM must determine the amount

of damage caused by a man-trap.

     Setting a small snare or trap takes one hour or work. Setting a

larger trap requires two to three people (only one need have the

proficiency) and 2d4 hours of work. Setting a man-trap requires one or

more people (depending on its nature) and 1d8 hours of work. To prepare

any trap, the character must have appropriate materials on hand.

     Characters with animal lore proficiency gain a +2 bonus to

their chance of success when attempting to set a snare for the purposes

of catching game. Their knowledge of animals and the woods serves them

well for this purpose. They gain no benefit when tempting to trap

monsters or intelligent beings.



     Shipwright - (1 slot, general, intelligence) The character is

knowledgeable regarding techniques for ship construction and repair. He

can design and build ships of all types over 50' in length, with a

proficiency check only being required for an unusual feature. The

character can perform routine maintenance on sailing vessels or galleys,

including repairing sails and caulking the hull, without a proficiency

check. Vessels of any size require large crews of shipwrights and other

labourers to build or repair.

     The time required to build a ship depends on size. As a general

guide, a ship requires one week of construction time per foot of

length. For every characters with the shipwright proficiency reduce this

time by 20% (to a maximum of 60%). A maximum of one shipwright per five

feet of length can work on the same vessel.

     The basic boat includes hull, masts, deck, and benches as

required. Features such as a cabin or a sealed hold add about a week

apiece to complete. Characters without the shipwright proficiency can

aid the shipwright in construction, but three such characters equal the

time savings that one additional skilled boatwright could provide.



     Side-show Talents - (1 slot, dexterity, rogue) Characters with

this proficiency are knowledgeable in the area of activities associated

with the side-show of carnivals. These include sword swallowing. In this

respect, the character is capable of swallowing or appearing to swallow

any number of small items such as coins, dice, cloth, etc. No

proficiency check is required for small items. Larger items may appear

to be swallowed with a successful proficiency check.

     In addition, characters with the side-show talents are able to

contort their bodies into a wide range of positions to fit into spaces

just big enough to contain their body. Boxes, crates, closets, etc. can

be used as hiding places by these characters. This use requires a

proficiency check before the character attempts to position his body.

{from Vince Carr}



     Sign Language - (1 slot, general, intelligence +2) This

proficiency permits silent communication with anyone who sees and

understands the signals. The maximum range is line of sight in a lit

area (to a maximum of 60 feet). Sign may be an extensive language

capable of handling long conversations, or simply a means of

communicating a few easy to understand phrases such as 'attack', 'orcs

behind the rock', or 'you three move left'. A proficiency check is made

when speaking or interpreting sign. The +2 bonus should only be used

when giving short, easily recognised commands. More detailed signals

require a -1 modifier.



     Signalling - (1 slot, general, intelligence +2)this proficiency

allows a character to communicate to another person over a long

distance. Only messages of less than 10 words per minute or so can be

sent this way. The type of signal method used must be chosen along with

this proficiency, i.e., smoke signal, drum signals, mirrors, trumpets,

naval flags, etc. A person must make a successful NWP check to send the

signal as intended, and the receiver must also make a successful NWP

check to decipher the signal sent accurately. A failed NWP check does

not automatically indicate failure, as the signal may be interpreted

incorrectly, sometimes with dire consequences. A character with this

proficiency may also decipher signals that they are not proficient in,

with a 1/3 normal chance of success, e.g., a drum signaller sees a

mirror flashing in the distance and thinks it some type of signal, his

normal chance for signalling with drums is 17 on 1d20, so his chance to

identify the mirror signal would be 1-6 on 1d20 (1/3 * 17). Note that

this skill is used by heralds and employed extensively in times of war

and especially on the battlefield where generals need to communicate

with their subordinates etc. {from PHBR11, rangers handbook}



     Signalling, Underground - (1 slot, general, intelligence +2)

This allows a character to send a message underground using noise. To

send a signal, tap on a section of wall with a hammer, rock, or bit of

metal. The sound will echo through the rock to a distance of 1d4 miles.

The sound transmitted will resemble Morse code and unlike Signalling

(above), extensive messages can be sent. The chances for success are the

same as for Signalling (above).



     Signalling (Wildspace) - (1 slot, general, intelligence +2)

This proficiency gives the character the ability to use signalling

equipment to send complex messages across wildspace. While any character

can use a red smoke grenade to signal danger, a character with this

proficiency can send coded messages to other ships using a signalling

mirror, light, or flags. The signal transmitted by this proficiency will

cross up to 3 miles in wildspace, although it must travel in a straight

line. A skilled signaller can send as many as 10 words each combat

round.

     To send a message and have it understood, the sender and

receiver must both have the proficiency and both must roll proficiency

checks. If both succeed, the message is understood perfectly. If one

fails, the message is distorted, but in an obvious way, so that it can

be retransmitted next round. If both checks fail, or if either check is

20, an erroneous message is received and conveys a message that is

opposite of the real meaning.



     Silversmithing (1 slot, dexterity, general) This proficiency

provides the character with knowledge on the construction of silver

items. These include chalices, pewter figurines, and other adornments.

In addition, any type of silver etching in weapons or amour requires a

silversmith. A proficiency check is only required when creating truly

magnificent pieces or highly intricate detailing. {from Vince Carr}



     Singing - (1 slot, general, Charisma) The character is an

accomplished singer and can use this ability to entertain others and

perhaps earn a small living (note that certain bards can do this

automatically). No proficiency check is required to sing. The character

can also create choral works on a successful proficiency check.



     Skiing - (1 slot, general, special) A character proficient in

skiing is able to move over snowy ground much faster than a non-prof.

character. It is rather difficult to learn unless you're grown up with

it, suggested training time is 8-10 months.

     Depending on the conditions, movement is at least 1.5 times

that of walking, often more. During cold weather (-8 Centigrade or

below) movement may be something like 15 (for characters with base 12),

walking under these conditions is suggested to 6. Wet snow will lower

this rate as far down as 6 (walking here will be about 2). This is

cross-country skiing. The ability check for this version is Constitution

+2.

     Depending on how advanced the ski is, the DM may allow

telemark/slalom skiing (the equipment for this wasn't developed until

the 19th century), the ability check for telemarking is Dexterity -2.

Movement down a hill or slope may be very high (but you better be VERY

good...), a character proficient will have no problems outrunning most

animals/monsters that doesn't fly assuming the slope is relatively free

of trees. {from Adne Brunborg}



     Skinning - (1 slot, intelligence, general) This proficiency

gives the character knowledge of the proper ways to skin and prepare an

animal for food or for sale. Furs may be obtained with this skill, as

long as the proper type of knife is available. A successful proficiency

check indicates the fur is acceptable to be sold or the animal is fit to

be eaten. Failure indicates a damaged fur or improper cleaning of an

animal. One small animal may be skinned in one hour. Medium sized

animals may be skinned in two hours, while large animals require four

hours of time for proper skinning. {from Vince Carr}



     Sleight Of Hand - (1 slot, rogue, Psionicist, dexterity -2) A

rogue with this NWP is highly trained with legerdemain. They can, with a

flick of the wrist, cause coins and other small objects to vanish up

their sleeve, and they can perform many other

hand-is-quicker-than-the-eye tricks. This manifests itself as a +30%

bonus to the thieves pick pocket chances, rolled whenever this skill is

used (for performing sleight of hand tricks only, not picking pockets).

Characters without thief abilities who take this ability gain a sleight

of hand skill (similar to thief skills) at a base chance of success of

40% (modified as thief for Dex, armour, race). Easy tricks may be

granted a bonus of up to +50%. {from dragon #200}



     Slow Respiration - (1 slot, general, constitution) A character

with this proficiency has the ability to enter a deep trance and reduce

the amount of air he needs to stay alive. To induce the trance, he must

be in a resting position, either resting, or lying down. After

concentrating for one turn, pulse and breathing drop well below normal

(on a successful NWP check, if this fails, the character cannot slow his

breathing), so that breathing requires only 10% of the rate when

resting. The character emerges from his trance at will, fully aware of

anything that has occurred nearby.



     Smelting - (1 slot, general, intelligence -1) The smelting

proficiency is closely tied to the mining proficiency, since between

them they provide all of the metal used in the campaign world. A

character with this proficiency can operate a smelter, which is

essentially an extremely hot forge. Using this forge and the occasional

application of certain liquids, including water and acids, the smelter

separates the metal from the rocky ore with which it is usually mined.

     The amount of ore that can be processed is more a function of

the size of the smelter than the character's working rate. A small

smelter can process ore as fast as four miners can produce it. A medium

smelter can process the ore excavated by up to 20 miners. A large

smelter can process the ore excavated by up to 100 miners.

     Because of the materials needed to operate it, a smelting

operation costs money to maintain. This expense is in addition to the

cost of the smelting equipment itself. A small smelting operation costs

five sp per day to operate; the cost of a medium smelting operation is

12 sp per day, and a large smelting operation costs 25 sp a day to run.

The smelter only costs money when it is in operation. Thus, it is common

practice to collect a stockpile of ore before beginning to smelt it, so

that the smelter can run at maximum efficiently until all the

stockpiled ore has been processed.



     Somatic Concealment - (1 slot, dexterity -1, priest/wizard) A

successful check at the start of casting means that anyone watching does

not recognise the spellcaster's gestures as magical in nature. {from

Dark Sun}



     Sound Analysis - (1 slot, general, Wisdom) This proficiency

allows a character to gauge the size of underground areas by generating

noise and analysing the echoes that return. Using this skill, he can

calculate distance up to one mile, and determine sound direction. To use

sound analysis, the character must work in absolute silence. The sound

created must have a sharp, staccato quality. A howl or wail is

ineffective, but a clicking sound, or a loud 'hey' works well. The PC

must make a NWP check, if successful, he accurately determines the size

of the area in question to within 25% or its height, width, and length.

If the check fails, the character has no idea to the size of the area,

and no further checks are allowed, although others with this skill can

succeed if they try. A proficiency check of 5 or less means that the

character not only determined the size of the area, but other details as

well; the number of branching side passages, whether it is a straight

or wandering corridor, and whether or not water exists. The disadvantage

of this ability is that, while it is useful for learning about a

completely unknown area, it announces the characters to all creatures in

hearing range. They will certainly be prepared and may even go looking

for the intruders. {from PHBR6, dwarves handbook}



     Space Fighting - (2 slots, rogue/warrior, dexterity +2) Beings

do not suffer an attack penalty while adrift in space, and instead gain

+1 AC bonus in situations in which they can drift freely, simulating

their ability to move in space to avoid attacks.

     If this proficiency is used, it must be chosen initially by

spaceborn characters and its effects must be given naturally to

experienced spacefaring monsters, not just to PC's. Groundling PC's may

not begin their space careers with this proficiency; it cant' be taught

while on a world.



     Spacemanship - (1 slot, general, dexterity +1) The character

with this proficiency is familiar with spelljamming ships. He is

qualified to work as a crewman, although he cannot actually navigate.

Trained spacemen have general knowledge of all parts of their ship, can

recognise the insignia of all ship's ranks, know basic information about

air consumption, gravity plane orientation, and phlogiston safety, as

well as being trained to perform common shipboard tasks. Crews of

trained spacemen are necessary to manage any spelljamming ship.



     Specific Spell - (2 slots, wizard, intelligence -2) This very

special nonweapon proficiency represents that a wizard might, through

much study and dedication, be able to specialise in a spell in the same

way that a fighter can specialise in a weapon. Wizards can only

specialise in a given spell once, and they can never begin at first

level specialised.

     When the wizard first decides to specialise in a particular

spell, he must decide what component of the spell he wishes to

emphasise. This can never be changed.

     Offensive Spell Only:

     1.) Reduce target's saving throw by -1.

     2.) +1 point of damage per die.

     Any Spell:

     1.) Increase duration by +50%

     2.) Increase range by +50%

     3.) Increase area of effect by +50%

     Note that some spells can have any of these applied (e.g.

Melf's Minute Meteors), while others cannot. For instance, any spell

with an "instantaneous" or "permanent" duration cannot be increased by

+50%. Likewise, a spell with a range that is either "0" or "touch"

cannot have its range improved by +50%. Finally, a spell with an area of

effect of "caster only" cannot be increased. {from Net Wizard Handbook}





     Speed Casting - (2 slots, priest/wizard, Wisdom -2) This skill,

taken once, allows the wizard or priest to reduce the initiative

modifier of any spell by one if she makes her skill roll. If the wizard

has chosen this skill more than once, she must make a skill roll for

each level of speed casting she possesses. This skill cannot be taken

more than three times, and no spell may have its initiative modifier

reduced below one.

     Examples of use: The wizard in these examples has three levels

in speed casting and a Wisdom of 13 (thus, he has a +1 modifier because

he has three levels of speed casting).

     Example one: The wizard wants to cast Chaos (initiative

modifier of 5). He rolls a 10, 5, and 13. Since he made all of his skill

checks, the initiative modifier on Chaos is reduced to 2.

     Example two: Again, the wizard wants to cast Chaos. This time,

he rolls a 12, 2, and 20. The Chaos spell has its initiative modifier

reduced to 3.

     Example three: This time, the wizard rolls a 5, 19, and 4.

Since the second roll failed, it does not matter what the third roll was

(in this case, it would have passed). The Chaos spell has its

initiative modifier reduced only to 4.

     Spells that have an explicit casting time instead of an

initiative modifier are in no way speeded up by this spell.

     Design note: Wisdom is the relevant ability here because it was

felt that mental toughness and concentration are required to rush out

the spell without distraction, rather than memory or analytical ability

(INT). {from Net Wizard Handbook}



     Spell Mimicry - (2 slots, intelligence -2, general) This

proficiency gives the character knowledge into the manner in spells are

cast. While this does not give the character any spellcasting power, it

does make him knowledgeable into the ways of spellcasting, the gestures,

arcane words, and materials. This differs from the spellcraft

proficiency in that no specific spells can be identified. The character

simply goes through the motions of "casting" a spell, during which time

he mutters incomprehensible words, waves his arms, and uses inexpensive

components. This is difficult to master and useful for those characters

who have powers that they wish to appear as spellcasting or for those

characters masquerading as spellcasters. Colourful displays or

non-magical effects such as flash paper are useful in the ruse.

     A true spellcaster, upon careful observation has a chance to

detect the falsehood. This percentage chance is equal to the

spellcaster's combined Intelligence (or Wisdom for priests) and

Perception scores minus the character's Intelligence score. Since no

specific spells are ever imitated, being a specialist wizard grants no

additional bonuses. {from Vince Carr}



     Spellcraft - (1 slot, priest/wizard, intelligence -2) Although

this proficiency does not grant the character any spellcasting power, it

does give him familiarity with all different forms and rites of

spellcasting. If he observes and overhears someone who is casting a

spell, or if he examines the material components used, he can attempt to

identify the spell being cast. A proficiency check must be rolled to

make a correct identification. Wizard specialists gain a +3 bonus to the

check when attempting to identify magic of their own school. Note that

since the spellcaster must be observed until the very instant of

casting, the spellcraft proficiency does not grant an advantage against

combat spells. The proficiency is quite useful, however, for identifying

spells that would otherwise have no visible effect.

     Those talented in this proficiency also have a chance (equal to

1/4 of their normal proficiency check) of recognising magical or

magically endowed constructs for what they are.



     Spelljamming - (2 slots, priest/wizard, intelligence -2)

Characters with the spelljamming proficiency are experts at manipulating

a spelljamming helm to manoeuvre a vessel. Any spell-caster can operate

a helm, but this proficiency provides additional benefits.

     * The character can boost the SR of his ship by 1 with a

successful proficiency check. This boost lasts only one combat turn in

the Spelljamming campaign.

     * The character can boost the manoeuvrability of his ship with

aproficiency check. This boost lasts only one turn. A character cannot

boost both the speed and manoeuvrability of his ship at the same time.

     * The character gains a -1 to his die rolls to determine which

vessel gets initiative each turn.

     In order to use these benefits, the character must be operating

the ship's spelljamming helm. Bystanders cannot help, regardless of

their proficiency.



     Spelljamming History - (2 slots, general, intelligence -1) The

character is a storehouse of facts about the history of spelljamming as

it pertains to the various creatures of space. This knowledge includes

when a certain race gained spelljamming capabilities, the types of ships

they have used in the past, the participants in the Unhuman Wars, the

major breakthroughs in spelljamming technology, and various other facts.

While the breadth of knowledge is generally wide, a proficiency check

is required to recall any type of specific information. Exacting

information requires a proficiency check with penalties between -2 and

-10 depending on the obscurity or exactness of the information. On a

failed roll, no knowledge may be recalled. If the roll is 20, erroneous

information is related. The DM roll should be made in secret.



     Spelunking - (1 slot, intelligence -2, warrior) A PC with this

NWP has a thorough understanding of caves and underground passages,

including their geology, formation, and hazards. The PC generally knows

what natural hazards are possible and what general equipment a

spelunking party should outfit itself with. A successful NWP check can

reveal the following information:-

     1.- Determine, by studying cracks in the walls an pebbles on

the floor, sniffing the air, etc., the likelihood of a cave-in, flash

flood, or other natural hazard. This only works with respect to natural

formations, and is negated if the natural formation has been shored up,

bricked up or otherwise tampered with.

     2.- Estimate the time required to excavate a passage blocked

with rubble.

     3.- While exploring extensive underground caverns, a successful

check reduces the chance of getting hopelessly lost when confronted by

multiple passages, sinkholes, etc., to a maximum of 30%, assuming good

lighting (see DMG table 81-82). {from PHBR11, rangers handbook}



     Spying - (1 slot, general, intelligence) Ability to infiltrate

organisations & locate information {from Barbara Haddad}



     Statecraft - (1 slot, general, intelligence) This NWP includes

the knowledge and understanding of politics within the state and the

states dealings with other states. It also encompasses the diplomatic

skills needed to analyse, guide and influence people and events to

achieve government and personal ends. A PC with this NWP knows and

understands the significance of current events and the major

personalities that shape them. He is knowledgeable about the cultures

and ambitions of foreign allies and enemies. He also understands the

conflicts between prominent counts, churchmen, and royal officers, and

he studies the will and whim of the king. {from charlmagnes paladin

sourcebook}



     Stealth - (1 slot, general, Dexterity) This talent is like the

thief's silent-movement ability, with a successful NWP check meaning

that any person or monster who would normally hear the character will

now have a 1/2 normal perception check to detect the character, instead

of normal perception chance. Wearing armour results in the same

penalties as for thieves, as expressed on a d20. {from dragon #153}



     Stewardship - (1 slot, general, intelligence) This NWP provides

the administrative knowledge and skills to run a large estate. Land is

wealth, and proper management of land resources and the servants and

freemen on that land is essential to a nobles well being. The noble

himself needs at least a rudimentary understanding of stewardship, but

loyal subordinates are usually entrusted with the management of

day-to-day affairs. A PC who has this NWP understands not only the

technical business of land and estate management, but the politics and

personalities of the manor and palace. He is alert and sensitive to

power and influence in families and retainers of a noble household. He

knows where to seek information and how to apply pressure to achieve the

objectives of his lord and his own personal ends. He recognises

strengths and weaknesses in a noble household, and he knows how to take

advantage of them. He also understands quality and luxury, and he knows

how to impress and influence others with hospitality. {from charlmaignes

paladin sourcebook}



     Stonemasonry - (1 slot, general, strength -2) A stonemason is

able to build structures from stone so that they last many years. he can

do simple stone carvings, such as lettering, columns, and flourishes.

The stone can be mortared, carefully fitted without mortar, or loosely

fitted and chinked with rocks and earth. A stonemason equipped with his

tools can build a plain section of wall one foot thick, ten feet long,

and five feet high in one day, provided the stone has already been cut.

Astonemason can also supervise the work of unskilled labourers to quarry

stone; one stonemason is needed for every five labourers. Dwarves are

among the most accomplished stonemasons in the world; they receive a +2

bonus when using this skill.



     Story Telling - (1 slot, Charisma, general) This is the ability

to tell good, entertaining stories to individuals or groups of people.

Agood storyteller has a large repertoire and knows how to select the

best story for the current audience. The level of success determines how

well a tale has been told, and thus determines the crowds reaction.

Bards receive a +2 bonus to this roll. {from Vince Carr}



     Street Fighting - (2 slots, dexterity, warrior) This NWP is

extremely beneficial to a PC who is engaged in unarmed combat. An

individual with this NWP may add their strength score (+3% for each

CATEGORY above 18 strength, i.e. +15% at 18-100% strength, +18% for

normal Str, total = +33%) to the chance for a KNOCKOUT on the unarmed

combat table when a successful attack is made. Also, if the fighter

makes a successful dexterity check, he may make another unarmed attack

in the same round, but without the unarmed knockout bonus given for this

NWP. {from dragon #169}



     Street Sense - (2 slots, Charisma, rogue) A rogue with this

proficiency is adept at making a good impression on underworld contacts

in the less savoury neighbourhoods of towns and cities, allowing him to

better use the information gathering NWP. Those who the rogue contacts

are not necessarily moved to trust the rogue using this skill, but they

may decide the rogue is worth talking to because he is entertaining or a

person of importance. A street sense skill check can be attempted once

whenever the rogue is talking to a contact. Success indicates that the

contact becomes favourably inclined toward the rogue and will reveal

additional information to him, possibly unrelated to the rogues

enquiries, at the DM's discretion. Success also indicates that the

contact will act positively towards the rogue in future situations,

unless circumstances dictate otherwise. Possession of this skill also

gives a +2 bonus to any information gathering NWP check. {from dragon

#169}



     Subtle Casting - (2 slots, wizard, dexterity -2) A wizard with

this skill can cast spells so sneakily that no observer can detect any

somatic spell components unless they make a successful Spellcraft skill

check. If the wizard combines this with a Vocalise spell, the only

outward sign that he is casting a spell might be the visible effects of

the spell itself. {from Net Wizard Handbook}



     Survival - (2 slots, warrior, intelligence) This proficiency

must be applied to a specific environment. The character has basic

survival knowledge for that terrain type. Additional proficiency slots

can be used to add more types of terrain.

     A character skilled in survival has a basic knowledge of the

hazards he might face in that land. He understands the effects of the

weather and knows the proper steps to lessen the risk of exposure. He

knows the methods to locate or gather drinkable water. He knows how to

find basic, not necessarily appetising, foot where none is apparent,

thus staving off starvation. Furthermore, a character with survival

skill can instruct and aid others in the same situation. When using the

proficiency to find food or water, the character must roll a proficiency

check. If the check is failed, no more attempts can be made that day.

     The survival skill in no way releases the player character from

the hardships and horrors of being lost in the wilderness. At best it

alleviates a small portion of the suffering. The food found is barely

adequate, and water is discovered in minuscule amounts. it is still

quite possible for a character with survival knowledge to die in the

wilderness. Indeed, the little knowledge the character has may lead to

overconfidence and doom!



     Survival (Wildspace) - (2 slots, general, Wisdom -3) This

proficiency gives the character an understanding of the hazards he might

face in wildspace. He knows the methods required for survival in the

emptiness between the celestial objects. A character with this

proficiency can survive on one-half food, water, and air rations each

day he makes a successful proficiency check. Each day the character

fails the proficiency check, he uses a full day's supply of water, food,

and air.

     Once the air, food, and water supplies are exhausted, the

character must roll a Constitution check every day at a cumulative -2

penalty to stay alive. After three days consecutive with no food, water,

or clean air, the character passes out, never to awaken until exposed

to clean air, food, and water. Once the character fails the Constitution

check, he will die in a number of days equal to his Constitution unless

rescued. If rescued, the unconscious character gets a Constitution

check every day at a cumulative +1 bonus until he awakens. he must have

complete bed rest for three days before he can exert himself again.



     Swimming - (1 slot, general, strength) A character with

swimming proficiency knows how to swim and can move according to the

rules given in the Swimming section. Those without this proficiency

cannot swim. They can hold their breath and float, but they cannot move

themselves about in the water.



     Teaching - (1 slot, general, Wisdom) lessens weeks of training

necessary for others to learn skills you teach. Time is reduced by

Wisdom score in weeks {from Barbara Haddad}



     Throwing/Shooting - (general, 1 slot, dexterity) this skill

allows a character to throw items with greater accuracy than normal.

This allows a +3 to hit with an item if a successful NWP check is made.

It also allows a PC to throw an item 50% further than normal (but not

shoot and arrow or crossbow bolt any further). Note that this skill

cannot be used in battle, it can only be used when the PC has full

concentration. Examples are; throwing a rock at a bottle on a wall,

throwing a hatchet at a rope dangling from a tree to prevent someone

from climbing it, archery competitions, etc.

     The second form of this skill is useful in battle. When 'firing

into a melee' with any missile weapon (bows and crossbows included),

the PC must make a NWP check to see if he can pertentially hit the

creature he was aiming for (still needs a 'to hit' roll). If he fails

his NWP check, then roll randomly to see what target was hit in the line

of fire. {from MR ROB BERTORA}



     Tightrope Walking - (1 slot, rogue, dexterity) The character

can attempt to walk narrow ropes or beams with greater than normal

chances of success. He can negotiate any narrow surface not angled up or

down greater than 45 degrees. Each round the character can walk 60

feet. One proficiency check is made every 60 feet, with failure

indicating a fall. The check is made with a -10 penalty to the ability

score if the surface is one inch or less in width (a rope), a -5 penalty

if two inches to six inches wide, and unmodified if seven inches to 12

inches wide. Wider than one foot requires no check for proficient

characters under normal circumstances. Every additional proficiency

spent on tightrope walking reduces these penalties by 1. Use of a

balancing rod reduces the penalties by 2. Winds or vibrations in the

line increases the penalties by 2 to 6.

     The character can attempt to fight while on a tightrope, but he

suffers a -5 penalty to his attack roll and must roll a successful

proficiency check at the beginning of each round to avoid falling off.

Since the character cannot manoeuvre, he gains no adjustment to his AC

for Dexterity. If he is struck while on the rope, he must roll an

immediate proficiency check to retain his balance.



     Toasting - (1 slot, general, intelligence -2) The term "toast"

comes from the fact that, in days of old, beer was often consumed in

front of the fireplace, where bread was being toasted at the same time.

To add nutrition and flavour (?) bits of the toast would be thrown in

the about-to-be-drunk beer and then a "toast" would be made. In any case

the custom of toasting one's drinking companions goes back many

centuries and only the skilled make toasts that are remembered for

centuries.

     Proficiency in toasting includes the skills of reciting above

average to excellent toasts and judging the quality of toasts. It also

indicates that the character has a repertoire of toasts memorised for

toasting at any time.

     A character may wish to create a new toast to be used later or

immediately. A successful proficiency check indicates that the toast is

of excellent quality. Failure indicates an above average toast, which is

still better than a toast of a commoner.

     After a successful proficiency check and toast, a character

with the Etiquette proficiency gains a -2 to all etiquette proficiency

checks in that situation. The excellent toast demonstrates that the

character is a person of high class, whether he is or not, and thus the

toasters are more relaxed and less cautious of the character's true

economical and social class.

     Here are two examples of toasts:

     1. Drink to fair woman, who, I think,

          Is most entitles to it;

          For if anything drives men to drink,

          She certainly can do it.

     2. Here's to a long life and a merry one,

          A quick death and easy one

          A pretty girl and a true one

          A cold beer - and another one.

     Players and/or DMs are encourages to read Toasts and Anecdotes

by Paul William Kearney (Clode pub. 1923, written in 1896) and Toasts,

the Complete Book of the Best Toasts, Sentiments, Blessings, Curses, and

Graces (Delacorte Press, c1981) for a great source of toasts to be used

in the campaign to take full advantage of this proficiency.

     Some clever people have made careers out of creating toasts for

less than imaginative kings and other nobles. Sitting around making up

toasts is quite a cushy job. {from Reid Guide To Alcohol}



     Torture - (1 slot, general, intelligence) ability to extract

information from the unwilling. Note that this may leave some form of

permanent damage to the recipient. 2 NWP checks must be made. The first

to determine if any information can be gained, and the second to see if

any permanent damage has befallen the recipient (a failed nwp check

means permanent damage). {from Barbara Haddad}



     Torture Resistance - (1 slot, general, constitution -2) ability

to resist torture by others. If a successful check is made, then no

useful information is given and the character will be spared (i.e., has

not given any real information, but the torturers still think that the

PC is worth keeping alive and in good health). {from Barbara Haddad}



     Tracking - (2 slots, warrior, Wisdom [-6]) Characters with

tracking proficiency are able to follow the trail of creatures and

characters across most types of terrain. Characters who are not rangers

roll a proficiency check with a -6 penalty to their roll; rangers have

no penalty to the chances. In addition, other modifiers are also applied

to the attempt, according to the table below.

     Terrain Modifications

     Soft or muddy ground +4

     Thick brush, vines, or reeds +3

     Occasional signs of passage, dust +2

     Normal ground, wood floor 0

     Rocky ground or shallow water -10

     Every two creatures in the group +1

     Every 12 hours since trail was made -1

     Every hour of rain, snow, or sleet -5

     Poor lighting (moon or starlight) -6

     Tracked party attempts to hide trail -5

     The modifiers in the above table are cumulative--total the

modifiers for all conditions that apply and combine that with the

tracker's base chance for success to get the modified chance to track.

     For the tracking to succeed, the creature tracked must leave

some type of trail. Thus it is virtually impossible to track flying or

noncorporeal creatures. The DM may allow rare instances, but he should

also assign substantial penalties to the attempt.

     To track a creature, the character must first fine the trail.

Indoors, the tracker must have seen the creature in the last 3 minutes

and must begin tracking from the place last seen. Outdoors, the tracker

must either have seen the creature, have eyewitness reports of its

recent movement, or must have obvious evidence that the creature is in

the area. If these conditions are met, a proficiency check is rolled.

Success means a trail has been found. Failure means no trail is found.

Another attempt cannot be made until the above conditions are met again

under different circumstances.

     Once the trail is found, additional proficiency checks are

rolled for the following situations:

     * The chance to track decreases.

     * A second track crosses the first.

     * The party resumes tracking after a halt.

     Once the tracker fails a proficiency check, another check can

be rolled after spending at least one hour searching the area for new

signs. If this check is failed, no further attempts can be made. If

several trackers are following a trail, a +1 bonus is added to the

chance of the most adept tracker. Once he loses the trail, it is lost to

all.

     If the modifiers lower the chance to track below 0, the trail

is totally lost to that character and further tracking is impossible.

Other characters may be able to continue tracking, but that character

cannot.

     A tracking character can also attempt to identify the type of

creatures being followed and the approximate number by rolling a

proficiency check. All the normal tracking modifiers apply. One

identifying check can be rolled each time a check is rolled to follow

the trail. A successful check identifies the creatures (if the character

has knowledge of such creatures) and gives a round estimate of their

numbers.

     When following a trail, the character must slow down, the speed

depending on the character's modified chance to track as found from the

above table.

     Chance to Track          Movement Rate

     1-6                 1/4 normal

     7-14                1/2 normal

     15 or greater            3/4 normal

     These rates are determined each time the chance to track

changes.



     Trail Hiding - (Warrior/Thief, 1 slot, Dex + Int / 2) This

proficiency allows the adventures to disguise their trail well enough so

that tracking them becomes impossible (or at least much more

difficult). Of course terrain and level of tracker should be considered.

{from Willie Baer}



     Trail Marking - (1 slot, Wisdom, warrior) By notching trees,

scattering pebbles, piling stones, and clipping weeds, the PC can mark a

trail through any wilderness area. Provided he moves at 2/3 his normal

movement rate, he can mark a continuous trail for as long as he likes;

however the longer the trail, the less likely he will be able to follow

it back.

     A successful NWP check enable a backtracking PC to follow his

own trail for a distance equal to his level in miles. If he fails a

check, he loses the trail. For example, assume a 3rd level PC marked a

12 mile trail, he would have to make a successful NWP check every 3

miles back along the trail or lose the trail. (If the PC has tracking,

then he may then track his own prints back along the original trail).

This NWP also allows a person to follow someone else's trail.

     A marked trail lasts unless it is obscured by precipitation, a

forest fire, or the passage of time (an undisturbed forest trail should

last for weeks, while an arctic trial may last less than a day during

periods of heavy precipitation; the DM decides). A ranger or similar

character may still attempt to follow an obscured trail using the

tracking rules {from PHBR11, rangers handbook}



     Trail Signs - (1 slot, intelligence -1, warrior/thief) A PC

with this NWP can read symbolic messages indicated by an arrangement of

stones or other physical objects. The PC must designate the method of

leaving messages preferred by his family, tribe, or culture. Typical

methods include piling rocks, stacking branches, or building snow

sculptures. When the PC encounters such a message, he understands the

meaning if he makes a successful NWP check (e.g., 'a dragon dwells in

these woods' or 'eat the green berries for restored health'). The

message is meaningless to PC's without the trailsigns NWP. A PC who

attempts to read another trail sign other than the one he is proficient

in, can try to interpret the sign at half normal chances or success.

This NWP can also be used to identify the cultural group or tribe that

has left a specific trail sign. {from PHBR11, rangers handbook}



     Trailing - (1 slot, dexterity [special], rogue) Trailing

resembles tracking, except trailing is following a person who can be

seen and followed, and is typically used in urban centres and the like.

It is the talent of tailing someone - of keeping a certain distance or

even catching up to them, though they may be attempting to blend into a

crowd, or at least get lost in the confusion of a street full or people.

A NWP check is first made to see of the thief is able to trail without

being noticed. If the person being trailed has the alertness or

observation proficiency, then the thief has a -5 penalty. If the thief

is spotted, then the person being trailed may attempt to evade, and the

thief must make another NWP check to stay on their trail. Modifiers for

NWP check are; -3 to +3 for familiarity with the neighbourhood (-3 for

new in city, to +3 for thief's home neighbourhood), -2 or -1 on an

attempt to remain unnoticed, +1 or +2 if he has been seen and is chasing

after the subject. The opposite could be used for large crowds or

trailing at night. A -3 applies if the person be trailed himself has the

trailing proficiency (and, presumably knows the tricks of the trade and

how to offset these). {from dragon #153}



     Trap Detection - (2 slots, rogue, intelligence -4) The

character is trained to find small traps and alarms. These include

poisoned needles, spring blades, deadly gases, and warning bells. This

skill is not effective for finding deadfall ceilings, crushing walls, or

other large mechanical traps.

     The character must be able to touch and inspect the trapped

object, and the DM usually rolls the dice secretly to determine success.

A character can check an item for traps once per experience level, or

when his chance increases. Searching for a trap takes 2d12 rounds, and

the character knows the general principle of the trap but not it's exact

nature.

     In addition, the character may attempt to disarm the trap,

which also requires 2d12 rounds. If the proficiency check is a success,

the character has disarmed the trap. Failure indicates that the trap is

beyond the character's knowledge, and he must wait until next level, or

until his chance increases. A roll of 19 or above indicates that the

trap is sprung, most likely affecting the character.

     This proficiency is less effective when dealing with magical or

invisible traps. Characters are able to attempt these traps, but at

one-third their normal chance.



     Tumbling - (1 slot, rogue, dexterity) The character is

practised in all manner of acrobatics--dives, rolls, somersaults,

handstands, flips, etc. Tumbling can only be performed while burdened

with light encumbrance or less. Aside from entertaining, the character

with tumbling proficiency can improve his AC by 4 against attacks

directed solely at him in any round combat, provided he has the

initiative and foregoes all attacks that round. When in unarmed combat

he can improve his attack roll by 2.

     On a successful proficiency check, he suffers only one-half the

normal damage from falls of 60 feet or less and none from a fall of 10

feet or less. Falls from greater heights result in normal damage.



     Veterinary Healing - (1 slot, Wisdom -3, priest) The PC can

attempt to heal all types of normal animals, following the same

procedures described in the description of the healing proficiency

(returns 1-3 HP if treated in 1 round after wounding, once per creature

per day; continued care can restore 1 HP/day during non-strenuous

travelling for up to 6 creatures; gives a +2 save Vs poison if treated

for 5 rounds within a round after poisoning; diagnose disease, magical

origins identified, natural diseases take mildest form and shortest

duration). Supernatural creatures (such as skeletons or ghouls) or

creatures from another plane (such as aerial servants or xorn) cannot be

treated with this proficiency.

     This NWP is not cumulative with the healing NWP - the first

used will take precedence. The veterinary proficiency can be used on

humans, demihumans, and humanoids at half the normal chance for success.

{from PHBR11, rangers handbook}



     Ventriloquism - (1 slot, rogue, intelligence -2) The character

has learned the secrets of "throwing his voice." Although not actually

making sounds come from somewhere else, the character can deceive others

into believing this to be so. When using ventriloquism, the suppose

source of the sound must be relatively close to the character. The

nature of the speaking object and the intelligence of those watching can

modify the character's chance of success. If the character makes an

obviously inanimate object talk, there is a -1 penalty to his chance of

success. If a believable source is made to appear to speak, a +2 bonus

is added to his success chance. The observer's intelligence modifies

this as follows:

     Intelligence   Modifier

     less than 3    +6

     3-5       +4

     6-8       +2

     9-14      0

     15-16          -1

     17-18          -2

     19+       -4

     A successful proficiency check means the character has

successfully deceived his audience. One check must be made for every

sentence or response. The character is limited to sounds he could

normally make.

     Since ventriloquism relies on deception, people's knowledge of

speech, and assumptions about what should and shouldn't talk, it is

effective only on intelligent creatures. Thus it has no effect on

animals and the like. Furthermore, the audience must be watching the

character since part of the deception is visual. Using ventriloquism to

get someone to look behind him does not work, since the voice is not

actually behind him. All but those with the gullibility of children

realise what is truly happening. They may be amused or they may not be.



     Voice Mimicry - (2 slots, rogue, Charisma (special)) Voice

mimicry is the art of convincingly imitating the voices or other people.

It is a very demanding skill, requiring intense training and practice.

Acharacter with voice mimicry can imitate any accent he has heard.

Success is automatic unless confronted by those who speak the mimicked

accent (which then requires a check with a +2 modifier). It is more

difficult to imitate a specific persons voice. Characters can only

attempt to imitate voices they have heard. A proficiency check is made

only to determine if the imitation is detected. Success is certain if

the listener is a stranger to the mimicked character. There is a -1

penalty for trying to fool an acquaintance, -2 for fooling a friend, -5

for a close friend, and -7 for extremely close friends or relatives.



     Water Divining - (1 slot, Psionicist, Wisdom -2) A PC with this

NWP is able to pinpoint accurately the location of possible sources of

water, using a Y shaped willow stick. The stick is grasped by 2 of its

arms, and the other arm pulls the diviner toward the largest source of

water within a mile. If such a source does not exist, the diviner may

still feel false vibrations (DM's choice). The DM makes the check,

failure reveals nothing, and a roll of 4 or more above the needed result

misleads the diviner. The water found is not necessarily potable, and

the 1 mile range means that water divining is rarely effective on small

islands, as the diviner is usually led toward the sea. This NWP can only

be used on the PC's home plane. {from dragon #200}



     Weapon Improvisation (1 slot, warrior, Wisdom -1) A successful

check means the character has found a usable weapon which does

1d6+1/1d3+1 damage. Modifiers can be applied depending on the

character's location. {from Dark Sun}



     Weapon Loader (1 slot, dexterity +1, warrior) This proficiency

allows a character to load and arm the large weapon of choice better and

more quickly. These include large ship-mounted weapons such as

ballistae, catapults, jettisons, bombards, and others. The weapon crew

to which this character is assigned can reload one round faster. The

weapon loader proficiencies of several different characters cannot be

applied to the same weapon. Characters with this proficiency are

valuable crew members, and often receive double pay because of their

skill. {from Vince Carr}



     Weaponsmithing - (3 slots, warrior, intelligence -3) This

highly specialised proficiency enables a character to perform the

difficult and highly exacting work involved in making metal weapons,

particularly those with blades. The character blends some of the skill

of the blacksmith with an ability to create blades of strength and

sharpness. A fully equipped smithy is necessary to use this proficiency.



     A dwarven weaponsmith is not only more skilled than a human one

(intelligence -1 instead of -3), but is capable of producing weapons at

a faster rate (given on the table below under Dwarf Time to manufacture

an item). This skill is also available to a dwarf at the cost of 2

proficiency slots instead of the usual 3.

     The time and cost to make various types of weapons are listed

below. Construction Material  Weapon Time    Cost Dwarf Time

Arrowhead      10/day         1 cp 15/day

Battle Axe          10 days        10 sp     7 days

Hand Axe       5 days         5 sp 3 days

Dagger              5 days         2 sp 3 days

Heavy Crossbow      20 days        10 sp     15 days

Light Crossbow      15 days        5 sp 12 days

Fork, Trident       20 days        10 sp     15 days

Spear, Lance        4 days         4 sp 3 days

Short Sword         20 days        5 sp 15 days

Long Sword          30 days        10 sp     23 days

2-Handed Sword      45 days        2 gp 34 days

     For every extra proficiency slot taken above the first, the

time to make each weapon decreases by 20% to a minimum time of 40% of

that stated above.



     Weaponsmithing, Crude - (1 slot, Wisdom -3, warrior) This NWP

allows the making of simple weapons out of natural materials. This skill

is most often found in those from a primitive, tribal, or savage

background. The crude weapons are limited to natural materials; stone,

wood, bone, sinew, reed, and the like. Crude weapons take a certain

amount of time to make. The DM may add additional primitive weapons to

the basic list (see below).

     The chance for success is based on the PC's Wisdom with a -3

penalty. Any PC with the hunting NWP has a +3 bonus. The fashioner must

be proficient with the use of the weapon. If successful, the weapon can

be used normally. If failed, the weapon is so badly flawed as to be

useless. On a roll of 20 (or 5 above the number required to make the

item), the weapon seems sound, but will break upon first use. On a roll

of 1, the weapon has no chance of breaking except against a harder

material.

     Optional - crude weapons check for breaking upon inflicting

damage; roll 1d6, on a 1-2 the weapon breaks, stone weapons break on a

roll of 1

     Weapon         Time Weapon         Time

     arrows         7/day     dart      3/day

     axe, battle    4 days    javelin        1 day

     axe, hand 1 day     knife          2 days

     axe, throwing  6 days    quarterstaff   1 day

     bow, long *    15 days   spear          2 days

     bow, short     12 days   staff sling    3 days

     dagger         2 days    warhammer 5 days

     * - seasoning the wood takes 1 year {from PHBR11, rangers

handbook}  



     Weather Sense - (1 slot, general, Wisdom -1) This proficiency

enables the character to make intelligent guesses about upcoming weather

conditions. A successful proficiency check means the character has

correctly guessed the general weather conditions in the next six hours.

Afailed check means the character read the signs wrong and forecast the

weather incorrectly. The DM should roll the check secretly. A

proficiency check can be made once every six hours. However, for every

six hours of observation, the character gains a +1 bonus to his chance

of success. This modifier is cumulative, although sleep or other

activity that occupies the attention of the character for a long period

of time negates any accumulated bonus.

     Sometimes impending weather conditions are so obvious that no

proficiency check is required. In these cases, the player should be able

to deduce what is about to his character anyway.



     Weaving - (1 slot, general, intelligence -1) A character with

weaving proficiency is able to create garments, tapestries, and

draperies from wool or cotton. The character requires a spinning

apparatus and a loom. A weaver can create two square yards of material

per day.



     Wheel Lock Pistol - (1 slot, warrior, dexterity) This weapon is

widely known only in space. As a starting proficiency, its use is

restricted to the spacebook. Learning the proper use and care of a wheel

lock takes time. Those who master it can repair and improvise

replacement parts for the weapons. A separate weapon proficiency must be

used to learn how to fire the weapon. They know how to react to a

backfire so as to suffer only 1d3 points of damage from such a mishap,

not the usual 1d6.



     Whistling / Humming - (1 slot, general, dexterity +2)

Characters with this proficiency are exceptional whistlers and hummers.

They can produce tunes as captivating as most songs. If a successful

check is made, the character knows any particular tune in question. If

he also has the animal lore proficiency, he can mimic any bird call he

has ever heard. Adventurers use this proficiency to communicate to each

other. This type of communication is only possible among the characters

who have this proficiency. If two or more characters have this

proficiency, and make successful checks, they can communicate a single

concept between them (i.e., attack, down, run, wait, etc.).



     Wild Fighting - (2 slots, warrior, constitution) Characters

with this proficiency employ an extremely unorthodox and unpredictable

fighting style. Wild fighting is ferocious and deadly, without any grace

or discipline. It is also extremely tiring, as part of its nature is

that it focuses every bit of energy a character has into the attack. The

benefits are in the number of attacks the character gets and the amount

of damage attacks inflict. A wild fighting character gets one more

attack per round than normally entitled to. All damage done is at a +3

bonus. However, when wild fighting, a characters 'to hit' rolls are

reduced by 3, also his AC is penalised by 3, making him easier to hit.

To use wild fighting, a character must make a successful NWP check at

the start of combat. A failure means that the character receives only

the penalties of the proficiency and none of the benefits. Wild fighting

can only be used twice per day, as it is extremely tiring. After a

battle ends, the wild fighter must rest for one hour before he can again

call on this proficiency. Resting means doing nothing but resting or

engaging in light travel (riding a slow moving horse, etc.). If the

character must walk, he cannot use this proficiency until 4 hours have

passed. Without this rest, a tired character suffers a -3 penalty to all

proficiency checks, a -5 to AC, a -5 to THAC0, and a -3 from all damage

rolls. These penalties are in effect until the full resting period has

elapsed.



     Wine Making - (1 slot, Wisdom, general) This proficiency gives

the character knowledge of how to make wine and other light alcoholic

beverages. The knowledge known includes how to pick the best soil for

grapes, picking the grapes, processing, bottling, and storage. On a roll

of 2 or less, the vintage will be exceptional.



     Wine Pouring - (1 slot, general, Wisdom) With this proficiency

the bearer can entertain any other person with his flare in pouring

wines. He can make even the dullest, worst tasting wines look good to

the common person. On a roll of 5 or below, the pourer does his act with

so much flare a few coins could be tossed his way. If he fails, he

spills the wine. On a roll of 16+ (unless 16+ is a succeed) he pours the

wine over himself. On a roll of 20 he pours the wine over himself and

destroys any paper or object that can be destroyed by liquid. {from Reid

Guide To Alcohol}



     Wine Tasting - (1 slot, general, Wisdom) Less powerful than the

Drinking (Boozing) proficiency but also less evil, this proficiency is

for a more elite, upper class person. This is the ability to appreciate

and judge the quality of wines.

     On a successful roll, the character can identify the kind of

wine he is drinking and the quality: terrible, very poor, poor, normal,

good, very good, excellent. On a roll of 4 or less, the character can

name the year of the vintage, and recognise the vineyard.

     In addition, the character can perhaps tell if a particular

glass of wine has a foreign substance, such as poison. If the character

sniffs the wine, he has a 1 in 20 chance to detect a foreign substance,

but not identify it. This is only if the poison has a discernible smell.

If the character drinks the wine, a proficiency check made at one-half

normal will identify that a foreign substance is in the wine, although

he will probably have been affected. {from Reid Guide To Alcohol &

dragon #153}



     Yelling - (general, 1 slot, Charisma) Any character that has

taken the proficiency in Yelling can yell at a distance equal to twice

the distance of any other character who has not taken the Yelling

proficiency. {from MR ROB BERTORA}



     Zero-Gravity Combat - (1 slot, warrior, intelligence -2) A

character with zero-gravity combat proficiency is skilled at fighting in

the absence of gravity. The character suffers a +3 penalty on

initiative rolls and a -1 penalty on all attack rolls, as apposed to the

normal penalties of +6 and -3 respectively.

     Furthermore, the character retains the ability to use special

combat abilities, such as martial arts, while drifting in space.

     Finally, the character can roughly steer his course in space by

throwing objects away from him and by shifting toward large objects. He

cannot control his speed, however, and can only slightly affect his

course.



     

Chapter 5: Proficiencies